Campaign Summary
The Mist is primarily a campaign of exploration, horror and overcoming despair. The structure of the campaign is to have 2 sets of activities that are available to the players. One is a set of random encounters based on the kind of terrain they’re in, whether it’s urban, forest, beach or plains. The other is a set of plot encounters and events that happen at the DM’s time and choosing. The players can encounter these at certain levels or when they’ve explored a certain amount of the map. This lets the players determine where they can go and have a variety of choices without the players determining the pace or rhythm of the story. Players are great at determining their own story but should not dictate the pace of the overall arc, which is the purview of the DM alone.
Truths of the World
Play Stupid Games, Win Stupid Prizes
There is no plot armor on the players. If they do something intentionally to test the waters of the game, to see if they’re immortal no matter what they do, there’s a higher chance than normal that they’ll simply cease to be. Not everything is inherently dangerous, and it takes good judgment to tell the difference and decide whether you should try to swing your weight around. But if you try to swing your weight around in every single situation without thinking about the consequences, there are consequences that could happen, depending on the appropriateness of the situation.
Your Choices Matter
There is no set plot line in the campaign. There are events from the major movers and shakers of the world that happen at intervals that depend on what the players do, and their choices with what to do with those events shape the overall story. If their choices are ones that follow the overall good (and there is a range good - evil), then generally, better things happen. If their choices are for the short term good for themselves, but long term bad for everyone else, then good things could happen from their point of view, followed by some very bad things. If their choices are both bad for themselves due to having a large ego or letting their anger overcome their good sense and bad for the world and everyone else in general, bad things could happen immediately, with very bad things happening in the long term. Of course, this is not a one time thing. The party could make a string of bad choices, but turn them around in a single incident by expending a great and grand effort, sacrificing all that they have and a long term good for the world could result.
The World Rewards those who are Strong and Competent
In general, you should try to have the skills in the thing that you’re trying to accomplish. If you want to swing a big sword and do a lot of damage in it, you should have a high strength and proficiency in martial weapons. If you want to convince people who are normally against what you want to do, have a high charisma and proficiency in persuasion. Roleplay may or may not give you a bonus or a negative in the thing you are accomplishing in a social situation. If you are proposing something that an NPC doesn’t want to do and you have neither the stat nor the skills to add any bonuses to the attempt, you should probably lower your expectations, no matter what kind of roleplay you bring to the table.
However, if you are strong and competent, that may be enough to get you out of whatever trouble that making bad choices brings you.
Campaign Background
The players are in a small city called Neo Bakersfield, which used to be a modern metropolis before the Mist came. They have legends of autonomous cars, flying vehicles, devices that could communicate long distances and even metallic servants. However, when the Mist came, it took their memories, leaving only their names and skills. The Mist also brought terrible things: monsters, beasts and madness. Much knowledge was lost when the technological underpinnings were destroyed by the riots, violence and fighting afterwards. Many printed books were also destroyed, with only a few that described the society, some farming techniques, and unconnected pieces of history. Some of the more recent history describe the high office of President as being occupied by a man named Bernie Sanders. The Mist also brought a few benefits: magic and the emergence of races long thought dead: elves, dwarves, hobbits, among others.
The citizens of the city managed to drive out the more vicious beasts after a concerted effort and organizing. They’ve also learned how to reclaim areas of the Mist with ritual magic, after the monsters and various enemies were cleared away, so their map of the city has expanded over time. The city itself still contains the skyscrapers and multi-story buildings of old, the long lasting streets, and other sturdy structures. Those buildings that remain are in various states of repair. Some need thatch roofs, others have many holes in the flooring and yet others are almost entirely intact. The ruling consists of a council elected by the citizens, who are in charge of different parts of the city and their functions. There are large farms and animal pens in areas that don’t have buildings, and water is directed via newly built canals. The water is from a river that flows in the middle of the city, and the canals are newly dug.
The technology is what you would expect of a medieval time period: iron working, animal power, water wheels, windmills, farming and animal husbandry. Typical weapons include spears, bows, crossbows, swords, staves, and polearms. There are strange objects called ‘guns’ from the scavenged literature, but the ability to manufacture them and their ammunition have been lost to the violence after the Mist. Medical technology is also limited, with no antibiotics or germ theory, and only herbal remedies available. However, magic makes this better, as there are healing spells available when herbal remedies won’t do the job.
The various districts of the city worship different gods that fall into some of the common cleric domains, like good, evil, the sun, storms, etc. There is no official religion, but apparently some people have been able to access divine magic through worship rituals that they’ve discovered through trial and error. Those people have gathered followers, but not everyone who tries the worship rituals can access the magic; only a few are chosen. No one really knows the true nature of the gods that these groups worship, but they cannot deny the magic that happens.
There are also magical institutions that cater to the various types of hermetic magic users. Some specialize in sorcerers, others with wizards and warlocks. These organizations serve mainly to share knowledge and to compare notes. The Historix Arcanum for example are a warlock only group that hoard spell materials, ritual magic, and gnostic knowledge. Theirs is a secretive group, but no one’s ever found them to do anything that is actively harmful or illegal. In opposition to them, the Open Wizards Sanctum has a library full of books that can be checked out by anyone, and offers classes and help for anyone who can cast spells.
The economy in Neo Bakersfield is primarily capitalist, with some laws that are meant to help, but more often than not, will hinder the process of justice. The citizens seem pretty pleased with the results, with a few grumbling that things can be better with the creation of even more laws. Currency is in the form of gold coins imprinted with the seal of the ruling Council. There is some criminal counterfeiting going on, but this has been curbed with magical detection spells researched specifically for defeating such schemes. There are lots of industries in Neo Bakersfield, but most of them are cottage industries, with only a few owned by large conglomerates like mining and large scale construction. The other cottage industries like blacksmithing, weaving/cloth making, farming, cheese making, wine / beer making, animal husbandry are owned and operated by small groups and often by just a single family.
Neo Bakersfield’s military and police forces are also similarly small. They are supported by taxes of what people earn with their production and managed by smaller offices within the Council. The military forces of the Council are there to deal with the Mist, incursions by creatures of the Mist, to expand the city by exploration of the Mist and to recover any artifacts retrieved by expansion efforts. For example, the 2nd Shield Infantry concerns itself with patrolling the perimeter of the city and maintenance of the ritual barriers, while the 1st Expeditionary Force ventures out into the mist in official sorties to deal with larger forces detected. The police forces are small units who deal with petty criminals and major crimes in the city. There is not a lot of crime because people are too busy trying to survive, but every so often, someone thinks they can get away with something and then an investigation needs to take place.
It is not illegal to leave the city and wander the Mist, but it is very dangerous, and also very profitable. This is the reason for the existence of private mercenary companies that are contracted by the military, by the council and by private groups to do various things out in the Mist. Some are looking for ancient technology that was used by their ancestors, others are looking for magical artifacts of unknown origin, while scholars of the magical schools are looking for scraps of past history. Different jobs for different desires and needs. This is where the Players come in. They are part of one of these mercenary companies. They determine where to go, what their destinies are, what their goals are, and ultimately, who they want to support or let go. Their lives and their futures are in their own hands.
The PCs themselves determine where they come from. Which magical, wizardly, religious or militaristic organization do they come from? They can make that up themselves, with a basic name, mission, with as much detail as they like, but once that is written down, it is out of that PCs’ hands and is now the DM’s to play with. The PCs can also make up the composition of their mercenary company: the name, the mission, where they’re located in the city, whether they have an official charter from the Council or not, what amenities their headquarters has, whether to pay the rent or not (rent to be determined by the DM), whether there’s insurance or not, and what kind of service they would like to offer. This is a fluid organization, to be managed by the PCs together, or to be mismanaged by the PCs together.
The Mist
The Mist is a shroud that surrounds the areas around Neo Bakersfield. It is only kept at bay by the ritual walls created with the help of the city’s magic users. It is not a normal fog, but a purple colored horror, with numerous cancerous brown spots floating throughout. While it is not immediately harmful, anyone living in it for a week or more starts to experience harmful effects. Those who have gotten lost in the Mist have been found with mutations on their bodies, black liquid bleeding out of pustules on their extremities, wounds that don’t heal, organs that migrate from the inside of their bodies to the outside, and new horrible body parts growing alongside their normal ones. Most of those who have remained in the mist for a month or longer have gone insane and can no longer function. Others have somehow found a way to deal with their new bodies and their mental afflictions. A few have become monsters who hunger for human flesh.
Animals that have been exposed to the Mist experience the same thing as people, gaining tumorous growths on their bodies, getting larger and more aggressive. Plants in the Mist are mostly unchanged and are actually edible; they are not infected with whatever is causing the changes in animal and human bodies. The water is also not affected by the Mist, and if it is not poisoned by other sources, is drinkable inside those areas not claimed by Neo Bakersfield.
The ritual walls are sites that are sanctified by Neo Bakersfield’s divine casters. It takes 16 hours of continuous ritual casting by at least 1 divine caster, and when it is done, the Mist is banished from a hexagon of 8 miles on a side for 3 months. However, just because the Mist is banished from that area does not mean that monsters and other invaders can’t get into the area. That area must also be protected by static defenses and mobile military units. When a new hex is cleared of hostile forces, the Mist is then cleared by divine casters and the construction of support structures can begin.
But, the ritual walls aren’t perfect. Sometimes pockets of the Mist can form inside Neo Bakersfield. It is more rare today, but can still happen. At this time, the city can only support the current number of ritual walls. There are not enough divine casters and soldiers to build, expand and protect new ritual walls. It is known that if a ritual wall is destroyed, within 8 hours, the Mist comes back and that tends to draw monsters that attack and harass anyone trying to rebuild the wall and its defenses.
Extended excursions into the Mist are made only possible by spells that delay the harmful effects for 24 hours that any divine caster can cast as a 10 minute ritual. Once they are protected by this spell, they can venture out, explore, map and bring back artifacts from the lands in the Mist. If there is a divine caster in a party, they can venture for weeks, months for as long as they can find food, water and survive against the monsters that roam the hellscape outside the city.
Dread
Some environments, special abilities, circumstances and events can lead to a special condition called ‘dread’. Dread works in a similar manner to exhaustion, where the more dread one has, the closer one is to insanity, is more susceptible to gaining an insanity and the higher the level of insanity becomes. Much like exhaustion, dread has a number of different levels ranging from 0 to 7, each one more debilitating.
Duration of dread varies depending on what caused it. An effect can give a creature multiple levels of dread, as described by the effect’s description. Every dread condition has a save DC that matches the save DC of the effect that inflicted the dread condition.
Creatures protected from or immune to the frightened condition instead gain dread resistance. Dread resistance gives the creature advantage on saving throws against dread, and the creature treats his level of dread as 1 lower than it actually is for the purpose of determining its effect.
Technological and Magical Innovations
The Mist isn’t entirely bad. Technological innovations and magical techniques have been found in the mist, with many more to be found. Some examples are below.
- Apparatus of Kwalish
- This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.
- DMG, pg 151
- Arcane Cannon
- This Large cannon is imbued with magic. It requires no ammunition and doesn’t need to be loaded. It takes one action to aim the cannon and one action to fire it. After the cannon has fired, it must recharge for 5 minutes before it can be fired again.
- Explorer's Guide to Wildemount, pg. 265
- Enduring Spellbook
- This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age. These are made
- Xanathar's Guide to Everything, pg. 137
- Clockwork Amulet
- This copper amulet contains tiny interlocking gears and is powered by magic from unknown powers.. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.
- Xanathar's Guide to Everything, pg. 137
- Everbright Lantern
- This bullseye lantern contains a shard of solid miasma that sheds light comparable to that produced by a continual flame spell. An everbright lantern sheds light in a 120-foot cone; the closest 60 feet is bright light, and the farthest 60 feet is dim light.
- Wayfinder's Guide to Eberron
Magic
Magic is an important part of how people can survive in this world’s hellscape. Without magic, humans and animals would be constantly deformed and mutated and civilization would not be possible. While magic is present, it is only usable by a precious few, about 20% of the population. These consist of all the magic classes: sorcerers, wizards, warlocks, clerics, magic using martial subclasses, etc. Ki users and psionics are considered part of those who can use magic, those few who can fight back against the monsters of the Mist.
Not all of the spells in the Player's Handbook and others are known. Because magic had to be discovered as both a science and art, only a subset of spells is known and documented, some of which are shared by the magical schools. The divine and clerical casters all know the same spells, but also only a subset. New spells can come into the world via either research, through artifacts or magical techniques brought back from the Mist. Once a spell is researched by hermetic wizards, it is their choice to keep it to themselves or share it with other hermetics. It is different with divine casters; once a new divine spell is researched, they all know it, no matter which domain or god they worship. Currently, only 30% of each spell level is known. This can change drastically during a campaign. Once a new spell is known and revealed, sorcerers, warlocks and others can switch out one of their spells for that one. If there is a spell effect that is part of a class feature, that spell is still functional, but cannot be cast in any other way, written on to a scroll or spellbook, or duplicated by any other item until it is discovered in scroll or book form in the Mist.
Magic is also limited in that only spells up to 6th level are known. All other spells above 6th level must be discovered.
Citizens of Neo Bakersfield
The people of Neo Bakersfield are a haunted one. They are aware that they lost something great, and are products of a failed golden age. The horrors outside their city are kept away by brave souls who risk their lives daily, and even then their daily life isn’t free from danger. Monsters can sometimes sneak or break past the walls or they can fly over them to wreak havoc on the citizenry before the military or police can assist. So, every family is armed and trained to at least use melee and ranged weapons. Everyone can defend themselves, but not always very well.
Even so, the demeanor of Neo Bakersfield’s residents isn’t grim darkness. They all know that things used to be much worse, that through hard work and reasonable risk, their world can get better. So, they work hard, but also play hard. There are festivals full of fun, laughter, songs and dancing. When there is work to do, they work hard and they innovate as much as possible, trying to bring back the technology of yesteryear. Every resident has their own take on their world, what they can do to take it back, and what might happen if they fail.
Important Movers and Shakers / Notable NPCs
- Ken Ito - Council Chairman, District 1 Representative
- Ken Ito is a tall blonde haired man, straight backed and gold eyed. His policies are unwavering and not known for any leeway. He considers his authority to be the highest in all of Neo Bakersfield. District 1 is known for producing luxury items like jewelry and fine clothing.
- Hina Watanabe - District 12 Representative
- Hina Watanabe is a large woman, strong and big-boned, descended from the metal miners of her district. She considers herself Ken Ito’s thorn in the side and often works against his interests. District 12 is known for its mines, both for metals and coal.
- Sara Sato - District 3 Representative
- Sara is a small woman descended from the crofters and skilled workers from District 3. She is soft-spoken, but knows the ins and outs of Neo Bakersfield, where all of the bodies and skeletons are buried. She likes to whistle and hum to herself. District 3 is known for its blacksmiths and weapons builders.
- Tatsuo Tanaka - District 11 Representative
- Tatsuo is a down to earth man who is very familiar with farming and how much everyone needs his farming products. He sports a homey manner and a way of communicating that makes one think him a simple man, but behind the congenial demeanor hides a scheming mind that longs for more. District 11 is known for farming, animal husbandry and other food processing.
The districts aren’t necessarily divided geographically, but by areas of interest and production. Members of two different districts can be right next to each other and be represented by two different council members. There are other council members and districts but only the most important ones are represented above.
Notable Locations in Neo Bakersfield
- Administration Center - this is a cluster of old office buildings that have been repaired with existing wooden materials. They’re occupied by the Council and their offices, with their office staff overseeing various parts of the city. There is a main meeting hall where the entire Council can meet all at once if there needs to be discussion or debate on an issue. There are numerous smaller chambers where smaller groups of Council members or their officiants can meet to discuss and plan tasks or keep track of events, revenue, costs and materials to be bought. There are also a few taverns dedicated to serving food and drink to the people that meet and work here.
- The High King Tavern - this is a tavern dedicated to serving drinks and food to people in the Administration Center. Of course, other people can come, but it’s usually crowded and more expensive than most of the other offerings in the city. Taro Honoka owns this tavern.
- The Rogue’s Gallery Tavern - this is a tavern also dedicated to those in the Administration Center, larger than most, but with a more rowdy set of customers and lower quality food, but it is also cheaper. Hajime Yamada owns this tavern.
- The Farmer’s Rest - this is a tavern dedicated to the farming community and is located close to the farm lands within the city. There isn’t any high alcohol content liquor here and is mostly beer and wine, and low quality at that. Satoshi Suzuki owns the Farmer’s Rest.
- The Miner’s Rest - this is a tavern dedicated to the mining community and is located to the mines that are clustered closest to each other. Much like the taverns dedicated to farmers, this tavern doesn’t have high quality alcohol, serving mostly beer, wine and cheap food. Ryo Tanaka owns this tavern.
- Kuring Conglomerate Mine #1 - this is a mine that produces iron and a few other metals. This is the most important and largest Kuring Conglomerate mine. Akari Fujii manages this mine for the conglomerate.
- Nakatomi Farm - this is a large farm boasting a crop of wheat, potatoes and fruits. The Nakatomi family owns this farm, hiring inexperienced apprentices from other farming families or those who wish to make farming their career.
- Hasegawa Rice and Soy Farm - this is another large farm that raises soy and rice, staple foods for the citizens of Neo Bakersfield. This farm does not train apprentices and wants fairly experienced workers who are willing to work hard.
- Fukuda Blacksmith - this small smithy is owned by the Fukuda family and while they can make anything from nails to weapons, what they like most to make are structural components for buildings.
- Way of the Blade - this is a medium sized smithy that mostly makes swords and other edged weapons.
- Bits and Bobs - this is a general store that sells both fresh and preserved foods, as well as things necessary for travel, like backpacks and tents.
- Carnifex Wizards Guild - this is the largest wizard guild in the city. They do require a membership fee in order to access their books, materials and classes.
- Historix Arcanum - this warlock’s guild is not available for the PCs to join or become a part of. This group is secretive, but as far as anyone can tell, everything is above board.
- Open Wizard's Sanctum - this is a magical society composed of all of the magical casting classes: wizards, sorcerers, clerics, druids, artificers and the like. Their research is available to all and they share all of their findings with anyone.
- Light and Life Church - this is a simple, small temple dedicated to the deities Ellistrae and Sune and their domains of life and light. The priest here can cast Greater Restoration and Remove Disease.
- Order Temple - this temple is dedicated to the worship of Tyr and his domain of Order. The priest here can cast Greater Restoration, Remove Disease and Remove Curse.
- Training Hall - this is a set of buildings dedicated to training the military, weapons practice, small unit fighting, battle mage training, weapons maintenance, and other things that a soldier would need to know to fight effectively and survive in combat.
- Kane’s Band - this is a mercenary company that deals primarily in retrieving knowledge, technology and other treasures from outside the city.
- Red Serpents - this mercenary crew mainly concerns itself with the elimination of beasts immediately outside the ritual barrier perimeter. If what they kill is usable, they bring it back to the city.
- Blade of Stars - this is a mercenary group dedicated to finding magical knowledge and gain experience fighting monsters in order to become strong.
Current Explored Hexes
Hex size: 15 miles from one hex to the next hex

Map Key

Common Religions and Deities in Neo Bakersfield
In Neo Bakersfield, there are as many religions as there are personalities. However, only a few have any real influence and have followers who have clerical abilities granted to them by their god.
- Taarna, Goddess of Light
- Domain: light, life
- Derien, God of Magic
- Domain: arcana, knowledge
- Anais, Goddess of Death
- Domain: death, grave
- Lucretia, Goddess of the Night
- Domain: Twilight, Trickery
- Harkonn, God of Strength
- Domain: forge, order
- Gaia, Goddess of Nature
- Domain: nature, tempest, peace
- The Ashen One, God of War
- Domain: death, war, grave, knowledge (of sin and depravity)
While none of the minor religions don’t have any worshippers with clerical abilities, they’ve been granted minor miracles, visions, and prophecies.
(DM secret knowledge)
Malkuth masks as these deities: Taarna, Derien, Harkonn
Gaia masks as these deities: Gaia
Ashtaroth masks these deities: Anais, Lucretia, The Ashen One
Running the Game
Campaign Rules
- Allowed books: all books published by WotC either in print or online as PDFs
- All races allowed
- All classes and subclasses allowed
- 27 points for point buy for ability scores
- No rolled ability scores
- No ability scores higher than 17 after racial bonuses
- No ability scores lower than 8 after racial bonuses
- No flanking
- Can stack up to 3 inspiration points
- When taking only money instead of background equipment, roll the amount of money you get instead of taking the maximum amount of money, money roll must be done in front of others or on roll20
- If you miss an attack roll by 1 or 2, you can choose to hit, but there will be a penalty imposed on you of some sort (fall prone at end of turn, get disadvantage to hit next round, opponents get advantage to hit you, etc)
- Replacement characters start at the same level as the party
- XP is awarded to the entire party and the party levels together
- The events that XP is awarded for are the following:
- Killing monsters that are at least CR 1 / 4
- Acting in legitimate self defense in a situation you did not initiate or provoke - to be judged by the DM
- Quest completions to be judged by the DM
- Intrusions - the DM makes something bad happen to the party
- Can earn 1 / 8 of a level with each intrusion
- Example: at first level, a party can earn 38 xp for an intrusion
- Intrusions are voluntary, they do not have to happen unless the party in attendance at the time agrees
- Party members who are not present at the session do not get to decide if the party can earn Intrusions or not
- Presence of the party member is either at a physical table, logged on to roll20 and typing in the chat box or logged on to Discord and talking on the voice chat
- Typing on Discord text chat does not count as being present for the Intrusion vote
- Check the Intrusion XP table for the amount of XP that can be earned during which levels
- Burning XP - the party can decide to burn / reduce / take an XP penalty in order to re-roll a save, re-roll an attack, re-roll a skill check, re-roll a check based on a statistic.
- Party can decide to re-roll or add +4 to the task
- Decision to burn XP must be made before the roll
- Variant: decision to burn XP can be made before the roll
- If Party decides to re-roll and PC already has advantage, advantage takes place first and then the re-roll based on the outcome
- When XP is burned, the party’s XP is reduced by 1 / 4 of the current level’s XP needed to get to the next level
- For example, at 1st level, the party’s XP is reduced by 75 xp.
- If the party drops down to 0 XP or to less than the minimum XP that can be burned, no more XP can be burned.
- The maximum amount of XP that can be burned is 2 levels below the level of the party when the session started.
- For example, if the party is 7th level, the maximum amount of XP that can be burned that session is 16500, taking the party down to level 5.
- When you burn enough XP to drop a level, burning more XP is now at that level.
- Once the Party drops down to 2 levels below their current one, they can no longer burn XP.
- When a party drops a level, they immediately lose all benefits of that level, Maximum HP, spell levels, spells per level, proficiency bonuses, etc.
- Money is expressed in terms of gold, silver, copper.
Optional/Experimental Rules
The Purge - PvP rules
The Purge is meant to encourage the party to either get along or settle things in the game.
DM Intrusion and Burn XP Table
XP Earned per Intrusion | XP Burn | Level |
38 | 75 | 1 |
75 | 150 | 2 |
225 | 450 | 3 |
475 | 950 | 4 |
937 | 1875 | 5 |
1125 | 2250 | 6 |
1375 | 2750 | 7 |
1750 | 3500 | 8 |
2000 | 4000 | 9 |
2625 | 5250 | 10 |
1875 | 3750 | 11 |
2500 | 5000 | 12 |
2500 | 5000 | 13 |
3125 | 6250 | 14 |
3750 | 7500 | 15 |
3750 | 7500 | 16 |
5000 | 10000 | 17 |
5000 | 10000 | 18 |
6250 | 12500 | 19 |
6250 | 12500 | 20 |
Effects of the Mist
- After 4 hours and then failing the listed Con save, the PC gets disadvantage on Wisdom checks
- After 8 hours, the PC gets disadvantage on Wisdom saves
- After 12 hours, the PC gets disadvantage on Charisma checks
- After 16 hours, the PC gets disadvantage on Charisma saves
- After 20 hours, the PC now has the poisoned condition until he leaves the Mist for at least 8 hours and a long rest
- After 24 hours, the PC starts to develop lesions and wounds that won't stop bleeding
- After 28 hours, the PC grows pustules and boils around his body that cannot be removed by magic until after being out of the Mist for 8 hours
- After 32 hours, the PC starts to mutate and falls unconscious.
- After 36 hours, the PC is no longer a PC, but a monster and attacks the party
Every 4 hours in the Mist without the Resist Corruption spell, the PC gets a constitution save starting at DC 10. If the PC makes the save, at the next 4 hours, the PC gets to make another constitution save now at DC 15. Every 4 hours, the save DC increases by 5. There is no maximum limit to the DC. When the PC fails to make a save, the first effect listed above happens and the clock starts to tick down.
Dread Effects
There are 7 levels of Dread, and each level contains its own effect as well as all the effects under it. Dread usually has effects during round by round combat, but can also instigate long term insanities. Dread goes away on its own over time. Most sources of Dread have a specified duration, at the end of which the level of Dread in all affected creatures reduces by 1 level. If an effect doesn’t list a duration, a creature’s dread reduces by 1 level when the creature finishes a long rest. There may be sources of Dread that aren’t removed by a long rest and can only be removed by magic or Psychoanalysis.
Dread Levels and Effects
- Level 1: Disturbed: Must succeed on a Wisdom saving throw against the dread’s save DC to move closer to the dread’s source.
- Level 2: Spooked: Cannot approach the source of the dread (automatically fails the saving throw listed at level 1); disadvantage on ability checks while the dread’s source is within line of sight.
- Level 3: Afraid: Disadvantage on attack rolls while the dread’s source is within line of sight
- Level 4: Staggered. Insanity risk (see below); drop all held items upon reaching this and any higher level of dread; can’t take bonus actions or reactions; at the start of own turn, must make a Wisdom saving throw against the dread’s save DC; success reduces dread level by one
- Level 5: Panicked. Must take the Dash action and move away from the dread’s source by the safest available route on each turn unless there is nowhere to move
- Level 6: Paralyzed. Paralyzed (see the condition) with fear, either in immediate prior position or cowering
- Level 7: Faint. Fall unconscious from overwhelming shock; must succeed on a Constitution saving throw against the dread’s save DC or die; a successful DC 15 Wisdom (Medicine) check awakens the victim and reduces dread level by one
Sources of Dread
- Minor Disturbing Discovery: ex: citizens of a strange town are cannibals, lonely traveler is a vampire causes one level of dread unless he makes a DC 10 Wisdom saving throw, dread decreases after 1 hour.
- Moderate Disturbing Discovery: ex: the meat pie was made out of previous customers, reading a particularly blasphemous and disturbing spellbook, causes two levels of dread unless he succeeds at a DC 15 Wisdom saving throw. Dread decreases after a long rest.
- Major Disturbing Discovery: ex: your father was a deep one, or activating a strange magical artifact turns the population of the city into zombies causes three levels of dread unless the PC makes a DC 20 Wisdom saving throw. The dread decreases after 10 days.
- Supernatural Influences and other magical effects that would cause the frightened condition instead cause 3 levels of Dread. Examples: Contact other plane, confusion, symbol cause dread in addition to their usual effects. The dread in cases like this is equal to half the spell’s level, or one quarter themonster’s challenge rating.
- If a spell or magical effect doesn’t have a save DC and would likely cause dread, use DC 15 or a DC + half the source’s challenge rating or save DC of the spell scroll of the same rarity for a magic item.
Insanity
Insanity functions like a disease: it afflicts a character with a specific disadvantage that remains until the insanity is cured or the character recovers from it. Insanity does not take place immediately like dread. It is possible to suffer from multiple insanities, but not multiple types of dread.
Insanity Strength. All insanities have a save DC that represents its strength. This save DC is equal to the save DC of the source of the insanity. If the source doesn’t have a save DC, use DC 15 or whatever DC would be most appropriate if one were allowed, such as a save DC equal to 10 + half the source’s challenge rating for a creature or the save DC of a spell scroll of the same rarity for a magic item.
Multiple Insanities. Whenever a character gains a new form of insanity, the save DCs of any existing insanities each increase by 2. If the new insanity gained is one the victim is already suffering from, use the higher DC between the two + 5 instead of the character having two instances of the insanity.
New Races
- Devilkin
- NPC race only
- Limited psychic powers
- Prophecy
- Clairvoyance
New Spells
- Banish Mist
- Level 4
- Casting Time: 8 hours
- Range/Area: 8 mile hexagon
- Components: V, S, M
- Duration: 3 months
- School: Abjuration
- Save: n/a
- Damage/Effect: removes the Mist from a 15 mile hexagon
- Resist Corruption
- Level 1
- Casting Time: 10 minutes (ritual)
- Range/Area: 6 willing creatures in a 10’ radius from a point
- Components: V, S, M
- Duration: 24 hours
- School: Abjuration
- Save: n/a
- Damage/Effect: makes the creature immune to the effects of the Mist
- This is a spell that falls outside of the spell slots that every spell casting class has and doesn’t count against the number of spells they can cast per day, ie, all spellcasters have this spell regardless of what class they are.
New Skills
These new skills can be used to replace one existing skill or can be learned by taking 5 weeks of downtime to do so.
- Psychoanalysis
- When someone is suffering from mental stress, an insanity or excessive Dread levels, Psychoanalysis can reduce the effects down by 1 level per attempt until it is down to 0.
- Make a skill check using Widom against the DC of the effect that caused the last instance of Dread. On a success, the Dread level drops by 1. Only one attempt can be made per night.
- Psychoanalysis gives you advantage on curing an insanity caused by high levels of Dread. When it’s time to cure the insanity, make a skill check against the DC of the original instance that caused the highest level of Dread. On a success, the PC loses one type of insanity of his choice.
- Being out of the Mist gives you advantage on the Psychoanalysis attempt whether it’s a Dread level or an Insanity.
- When each Dread level is removed, the effect associated with that level is also removed.
- Archaeology / Grave Robbing
- The people of Neo Bakersfield are always on the lookout for information about the past, and one way is to dig it up from the ground. This skill can be used to find likely sites and to extract data from that site, whether it is text from a rotting book, inscriptions on stone, or the possible use of an object that’s been found. Using this skill to do either task takes at least one day.
- Make a skill check using Intelligence or Wisdom with a DC 18 to find a likely site. The further away you are from Neo Bakersfield cleared hex (no Mist), the lower the DC.
- Two hex away: DC 16
- Four hexes away: DC 14
- Six hexes away: DC 12
- Eight hexes away: DC 10 (minimum DC)
- Failure means you have no idea if there is a likely site nearby. You can repeat the attempt within one day. Success means you know that there is definitely a site nearby or that there is definitely nothing there.
- Make a skill check using Intelligence or Wisdom with a DC of 10 to extract data from a site. The further away you are from Neo Bakersfield cleared hex (no Mist), the higher the DC.
- Two hex away: DC 12
- Four hexes away: DC 14
- Six Hexes away: DC 16
- Eight Hexes away: DC 18
- Failure means that you’ve failed to extract any information or data from the site. Failure by 5 or more means that you’ve destroyed parts of the site or object. You can repeat the attempt within one day, but repeated failures may mean the site is ruined. Success means you’ve gathered some data from the site, but its significance depends on what the site is. If it’s a typical home from the 20th century, you’ll find interesting artifacts regarding how they lived. If it’s a research lab, you might find something interesting about chemical processes that might be used to advance Neo Bakersfield’s technology.
- If you are proficient in either Investigation or Perception, make both checks at advantage.
Available / Missing Spells
Cantrips |
Artificer | Bard | Cleric | Druid | Paladin |
Acid Splash | Mage Hand | Guidance | Create Bonfire | N/A |
Booming Blade | Prestidigitation | Sacred Flame | Guidance | N/A |
Create Bonfire | Vicious Mockery | Spare the Dying | Mending | N/A |
Fire Bolt | Produce Flame | N/A | ||
Mage Hand | Shillelagh | N/A | ||
Prestidigitation | N/A | |||
Spare the Dying | N/A |
Ranger | Sorcerer | Warlock | Wizard |
N/A | Acid Splash | Booming Blade | Acid Splash |
N/A | Booming Blade | Chill Touch | Booming Blade |
N/A | Chill Touch | Create Bonfire | Chill Touch |
N/A | Create Bonfire | Eldritch Blast | Create Bonfire |
N/A | Fire Bolt | Green-Flame Blade | Fire Bolt |
N/A | Green Flame Blade | Mage Hand | Green Flame Blade |
N/A | Mage Hand | Mage Hand | |
N/A | Mending | Mending | |
N/A | Prestidigitation | Prestidigitation | |
N/A | Toll the Dead |
Missing Cantrips |
Artificer | Bard | Cleric | Druid | Paladin |
Dancing Lights | Blade Ward | Light | Control Flames | N/A |
Frostbite | Dancing Lights | Resistance | Druidcraft | N/A |
Green-Flame Blade | Friends | Thaumaturgy | Frostbite | N/A |
Guidance | Light | Word of Radiance | Gust | N/A |
Light | Mending | Infestation | N/A | |
Lightning Lure | Message | Magic Stone | N/A | |
Magic Stone | Minor Illusion | Mold Earth | N/A | |
Mending | Prestidigitation | Poison Spray | N/A | |
Message | Thunderclap | Primal Savagery | N/A | |
Poison Spray | True Strike | Resistance | N/A | |
Ray of Frost | Shape Water | N/A | ||
Resistance | Thorn Whip | N/A | ||
Shocking Grasp | Thunderclap | N/A | ||
Sword Burst | N/A | |||
Thorn Whip | N/A | |||
Thunderclap | N/A |
Ranger | Sorcerer | Warlock | Wizard |
N/A | Blade Ward | Friends | Blade Ward |
N/A | Control Flames | Frostbite | Control Flames |
N/A | Dancing Lights | Green-Flame Blade | Dancing Lights |
N/A | Friends | Infestation | Friends |
N/A | Frostbite | Lightning Lure | Frostbite |
N/A | Gust | Magic Stone | Gust |
N/A | Infestation | Mind Sliver | Infestation |
N/A | Light | Minor Illusion | Light |
N/A | Lightning Lure | Poison Spray | Lightning Lure |
N/A | Message | Prestidigitation | Message |
Mind Sliver | Sword Burst | Mind Sliver | |
Minor Illusion | Thunderclap | Minor Illusion | |
Mold Earth | True Strike | Mold Earth | |
Poison Spray | Poison Spray | ||
Prestidigitation | Prestidigitation | ||
Ray of Frost | Ray of Frost | ||
Shape Water | Shape Water | ||
Shocking Grasp | Shocking Grasp | ||
Sword Burst | Sword Burst | ||
Thunderclap | Thunderclap | ||
True Strike | True Strike |
Level 1 |
Artificer | Bard | Cleric | Druid | Paladin |
Absorb Elements | Charm Person | Bless | Absorb Elements | Bless |
Cure Wounds | Cure Wounds | Command | Charm Person | Command |
Expeditious Retreat | Detect Magic | Cure Wounds | Cure Wounds | Cure Wounds |
Faerie Fire | Faerie Fire | Healing Word | Detect Magic | Detect Magic |
Grease | Healing Word | Faerie Fire | ||
Identify | Hideous Laughter | Goodberry | ||
Tasha’s Caustic Brew | Identify | Healing Word | ||
Sleep | Thunderwave | |||
Thunderwave |
Ranger | Sorcerer | Warlock | Wizard |
Absorb Elements | Absorb Elements | Armor of Agathys | Absorb Elements |
Cure Wounds | Charm Person | Charm Person | Charm Person |
Detect Magic | Chromatic Orb | Hellish Rebuke | Chromatic Orb |
Goodberry | Detect Magic | Hex | Detect Magic |
Zephyr Strike | Expeditious Retreat | Expeditious Retreat | |
Magic Missile | Find Familiar | ||
Shield | Grease | ||
Sleep | Hideous Laughter | ||
Tasha’s Caustic Brew | Identify | ||
Thunderwave | Magic Missile | ||
Shield | |||
Sleep | |||
Tasha’s Caustic Brew | |||
Thunderwave |
Missing 1st Level Spells |
Artificer | Bard | Cleric | Druid | Paladin |
Alarm | Animal Friendship | Bane | Animal Friendship | Ceremony |
Catapult | Bane | Ceremony | Beast Bond | Compelled Duel |
Detect Magic | Color Spray | Create or Destroy Water | Create or Destroy Water | Detect Evil and Good |
Disguise Self | Comprehend Languages | Detect Evil and Good | Detect Poison and Disease | Detect Poison and Disease |
False Life | Disguise Self | Detect Poison and Disease | Earth Tremor | Divine Favor |
Feather Fall | Dissonant Whispers | Guiding Bolt | Entangle | Heroism |
Longstrider | Distort Value | Inflict Wounds | Fog Cloud | Protection from Evil and Good |
Purify Food and Drink | Earth Tremor | Protection from Evil and Good | Ice Knife | Purify food and Drink |
Sanctuary | Feather Fall | Purify food and Drink | Jump | Searing Smite |
Snare | Heroism | Sanctuary | Longstrider | Shield of Faith |
Illusory Script | Shield of Faith | Protection from Evil and Good | Thunderous Smite | |
Longstrider | Purify food and Drink | Wrathful Smite | ||
Silent Image | Snare | |||
Silvery Barbs | Speak with Animals | |||
Speak with Animals | ||||
Unseen Servant |
Ranger | Sorcerer | Warlock | Wizard |
Alarm | Burning Hands | Arms of Hadar | Alarm |
Animal Friendship | Catapult | Cause Fear | Burning Hands |
Beast Bond | Chaos Bolt | Comprehend Languages | Catapult |
Detect Poison and Disease | Color Spray | Distort Value | Cause Fear |
Ensnaring Strike | Comprehend Languages | Illusory Script | Color Spray |
Entangle | Disguise Self | Protection from Evil and Good | Comprehend Languages |
Fog Cloud | Distort Value | Unseen Servant | Disguise Self |
Hail of Thorns | Earth Tremor | Witch Bolt | Distort Value |
Hunter’s Mark | False Life | Earth Tremor | |
Jump | Feather Fall | False Life | |
Longstrider | Fog Cloud | Feather Fall | |
Searing Smite | Ice Knife | Fog Cloud | |
Snare | Jump | Frost Fingers | |
Speak with Animals | Mage Armor | Ice Knife | |
Ray of Sickness | Illusory Script | ||
Silent Image | Jim’s Magic Missile | ||
Silvery Barbs | Jump | ||
Witch Bolt | Longstrider | ||
Mage Armor | |||
Protection from Evil and Good | |||
Ray of Sickness | |||
Silent Image | |||
Silvery Barbs | |||
Snare | |||
Tenser’s Floating Disk | |||
Unseen Servant | |||
Witch Bolt |
Level 2 |
Artificer | Bard | Cleric | Druid | Paladin |
Aid | Blindness/Deafness | Aid | Barkskin | Aid |
Blur | Enthrall | Blindness/Deafness | Earthbind | Branding Smite |
Enlarge/Reduce | Hold Person | Gentle Repose | Enlarge/Reduce | Lesser Restoration |
Heat Metal | Invisibility | Hold Person | Flaming Sphere | Magic Weapon |
Invisibility | Knock | Lesser Restoration | Heat Metal | Zone of Truth |
Lesser Restoration | Lesser Restoration | Spiritual Weapon | Hold Person | |
Levitate | See Invisibility | Zone of Truth | Lesser Restoration | |
Magic Weapon | Shatter | Pass without Trace | ||
Rope Trick | Zone of Truth | Spike Growth | ||
See Invisibility | Summon Beast | |||
Web |
Ranger | Sorcerer | Warlock | Wizard |
Barkskin | Blindness/Deafness | Darkness | Acid Arrow |
Lesser Restoration | Blur | Earthbind | Blindness/Deafness |
Pass without Trace | Darkness | Enthrall | Blur |
Spike Growth | Hold Person | Hold Person | Darkness |
Summon Beast | Invisibility | Invisibility | Enlarge/Reduce |
Knock | Misty Step | Flaming Sphere | |
Levitate | Ray of Enfeeblement | Gentle Repose | |
Misty Step | Shatter | Hold Person | |
Scorching Ray | Invisibility | ||
See Invisibility | Knock | ||
Shatter | Levitate | ||
Web | Magic Weapon | ||
Misty Step | |||
Ray of Enfeeblement | |||
Rope Trick | |||
Scorching Ray | |||
See Invisibility | |||
Shatter | |||
Web | |||
Zone of Truth |
Missing 2nd Level Spells |
Artificer | Bard | Cleric | Druid | Paladin |
Air Bubble | Animal Messenger | Augury | Air Bubble | Find Steed |
Alter Self | Borrowed Knowledge | Borrowed Knowledge | Animal Messenger | Locate Object |
Arcane Lock | Calm Emotions | Calm Emotions | Augury | Prayer of Healing |
Continual Flame | Cloud of Daggers | Continual Flame | Beast Sense | Protection from Poison |
Dark Vision | Crown of Madness | Enhance Ability | Continual Flame | Warding Bond |
Enhance Ability | Detect Thoughts | Find Traps | Dark Vision | |
Kinetic Jaunt | Enhance Ability | Locate Object | Dust Devil | |
Magic Mouth | Gift of Gab | Prayer of Healing | Enhance Ability | |
Protection from Poison | Kinetic Jaunt | Protection from Poison | Find Traps | |
Pyrotechnics | Locate Animals or Plants | Silence | Flame Blade | |
Skywrite | Locate Object | Warding Bond | Gust of Wind | |
Spider Climb | Magic Mouth | Healing Spirit | ||
Vortex Warp | Mirror Image | Locate Animals or Plants | ||
Nathair's Mischief | Locate Object | |||
Phantasmal Force | Moonbeam | |||
Pyrotechnics | Protection from Poison | |||
Silence | Skywrite | |||
Skywrite | Warding Wind | |||
Suggestion | Wither and Booom | |||
Warding Wind |
Ranger | Sorcerer | Warlock | Wizard |
Air Bubble | Aganazzar’s Sorcerer | Borrowed Knowledge | Aganazzar’s Sorcerer |
Animal Messenger | Air Bubble | Cloud of Daggers | Air Bubble |
Beast Sense | Alter Self | Crown of Madness | Alter Self |
Cordon of Arrows | Cloud of Daggers | Mind Spike | Arcane Lock |
Dark Vision | Crown of Madness | Mirror Image | Augury |
Enhance Ability | Dark Vision | Shadow Blade | Borrowed Knowledge |
Find Traps | Detect Thoughts | Spider Climb | Cloud of Daggers |
Gust of Wind | Dragon’s Breath | Suggestion | Continual Flame |
Healing Spirit | Dust Devil | Crown of Madness | |
Locate Animals or Plants | Enhance Ability | Dark Vision | |
Locate Object | Gust of Wind | Detect Thoughts | |
Protection from Poison | Kinetic Jaunt | Dragon’s Breath | |
Silence | Maximilian’s Earthen Grasp | Dust Devil | |
Mind Spike | Enhance Ability | ||
Mirror Image | Gift of Gab | ||
Nathair's Mischief | Gust of Wind | ||
Phantasmal Force | Jim’s Glowing Coin | ||
Pyrotechnics | Kinetic Jaunt | ||
Rime’s Binding Ice | Locate Object | ||
Shadow Blade | Magic Mouth | ||
Snilloc’s Snowball Swarm | Maximilian’s Earthen Grasp | ||
Spider Climb | Melf’s Acid Arrow | ||
Suggestion | Mind Spike | ||
Tasha’s Mind Whip | Mirror Image | ||
Vortex Warp | Nathair's Mischief | ||
Warding Wind | Nystul’s Magic Aura | ||
Wither and Booom | Phantasmal Force | ||
Pyrotechnics | |||
Rime’s Binding Ice | |||
Rope Trick | |||
Shadow Blade | |||
Skywrite | |||
Snilloc’s Snowball Swarm | |||
Spider Climb | |||
Suggestion | |||
Tasha’s Mind Whip | |||
Vortex Warp | |||
Warding Wind | |||
Wither and Booom |
Level 3 |
Artificer | Bard | Cleric | Druid | Paladin |
Create Food and Water | Dispel Magic | Animate Dead | Call Lightning | Blinding Smite |
Dispel Magic | Fear | Create Food and Water | Conjure Animals | Create Food and Water |
Fly | Glyph of Warding | Dispel Magic | Dispel Magic | Dispel Magic |
Haste | Hypnotic Pattern | Glyph of Warding | Plant Growth | Remove Curse |
Glyph of Warding | Leomund’s Tiny Hut | Motivational Speech | Revivify | Revivify |
Revivify | Motivational Speech | Remove Curse | Water Breathing | |
Water Breathing | Plant Growth | Revivify | Water Walk | |
Tongues | Spirit Guardians | |||
Tongues |
Ranger | Sorcerer | Warlock | Wizard |
Conjure Animals | Counterspell | Counterspell | Animate Dead |
Lightning Arrow | Dispel Magic | Dispel Magic | Counterspell |
Plant Growth | Fireball | Fear | Dispel Magic |
Water Breathing | Fear | Fly | Fireball |
Water Walk | Fly | Hypnotic Pattern | Fear |
Haste | Remove Curse | Fly | |
Hypnotic Pattern | Summon Lesser Demon | Glyph of Warding | |
Lightning Bolt | Summon Undead | Haste | |
Thunder Step | Thunder Step | Hypnotic Pattern | |
Tongues | Tongues | Leomund’s Tiny Hut | |
Water Breathing | Vampiric Touch | Lightning Bolt | |
Water Walk | Remove Curse | ||
Summon Lesser Demons | |||
Summon Undead | |||
Thunder Step | |||
Tongues | |||
Water Breathing | |||
Water Walk | |||
Vampiric Touch |
Missing 3rd Level Spells |
Artificer | Bard | Cleric | Druid | Paladin |
Ashardalon’s Stride | Bestow Curse | Aura of Vitality | Aura of Vitality | Aura of Vitality |
Blink | Catnap | Beacon of Hope | Daylight | Crusader’s Mantle |
Elemental Weapon | Clairvoyance | Bestow Curse | Elemental Weapon | Daylight |
Flame Arrows | Enemies Abound | Clairvoyance | Erupting Earth | Elemental Weapon |
Intellect Fortress | Fast Friends | Daylight | Feign Death | Magic Circle |
Protection from Energy | Feign Death | Fast Friends | Meld into Stone | Spirit Shroud |
Tiny Servant | Intellect Fortress | Feign Death | Protection from Energy | |
Major Image | Incite Greed | Sleet Storm | ||
Mass Healing Word | Life Transference | Speak with Plants | ||
Nondetection | Magic Circle | Summon Fey | ||
Sending | Mass Healing Word | Tidal Wave | ||
Slow | Meld into Stone | Wall of Water | ||
Speak With Dead | Protection from Energy | Wind Wall | ||
Speak with Plants | Sending | |||
Stinking Cloud | Speak With Dead | |||
Spirit Shroud |
Ranger | Sorcerer | Warlock | Wizard |
Ashardalon’s Stride | Ashardalon’s Stride | Enemies Abound | Ashardalon’s Stride |
Conjure Barrage | Blink | Gaseous Form | Bestow Curse |
Daylight | Catnap | Hunter of Hadar | Blink |
Elemental Weapon | Clairvoyance | Incite Greed | Catnap |
Flame Arrows | Daylight | Intellect Fortress | Clairvoyance |
Meld into Stone | Enemies Abound | Magic Circle | Enemies Abound |
Nondetection | Erupting Earth | Major Image | Erupting Earth |
Protection from Energy | Flame Arrows | Spirit Shroud | Fast Friends |
Speak with Plants | Gaseous Form | Summon Fey | Feign Death |
Summon Fey | Intellect Fortress | Summon Shadowspawn | Flame Arrows |
Wind Wall | Major Image | Gaseous Form | |
Melf’s Minute Meteors | Incite Greed | ||
Protection from Energy | Intellect Fortress | ||
Sleet Storm | Life Transference | ||
Slow | Magic Circle | ||
Stinking Cloud | Major Image | ||
Tidal Wave | Melf’s Minute Meteors | ||
Wall of Water | Nondetection | ||
Phantom Steed | |||
Protection from Energy | |||
Sending | |||
Sleet Storm | |||
Slow | |||
Speak With Dead | |||
Spirit Shroud | |||
Stinking Cloud | |||
Summon Fey | |||
Summon Shadowspawn | |||
Tidal Wave | |||
Tiny Servant | |||
Wall of Sand | |||
Wall of Water |
Level 4 |
Artificer | Bard | Cleric | Druid | Paladin |
Arcane Eye | Charm Monster | Banishment | Charm Monster | Banishment |
Fabricate | Confusion | Death Ward | Confusion | Death Ward |
Freedom of Movement | Dimension Door | Freedom of Movement | Conjure Minor Elemental | Staggering Smite |
Stoneskin | Freedom of Movement | Freedom of Movement | ||
Summon Construct | Greater Invisibility | Polymorph | ||
Polymorph | Stoneskin | |||
Summon Elemental | ||||
Wall of Fire | ||||
Watery Sphere |
Ranger | Sorcerer | Warlock | Wizard |
Freedom of Movement | Banishment | Banishment | Arcane Eye |
Stoneskin | Charm Monster | Charm Monster | Banishment |
Summon Elemental | Confusion | Dimension Door | Black Tentacles |
Dimension Door | Shadow of Moil | Charm Monster | |
Greater Invisibility | Sickening Radiance | Confusion | |
Polymorph | Conjure Minor Elemental | ||
Sickening Radiance | Dimension Door | ||
Stoneskin | Fabricate | ||
Wall of Fire | Greater Invisibility | ||
Watery Sphere | Polymorph | ||
Sickening Radiance | |||
Stoneskin | |||
Summon Construct | |||
Summon Elemental | |||
Wall of Fire | |||
Watery Sphere |
Missing 4th Level Spells |
Artificer | Bard | Cleric | Druid | Paladin |
Elemental Bane | Compulsion | Aura of Life | Blight | Aura of Life |
Leomund’s Secret Chest | Hallucinatory Terrain | Aura of Purity | Conjure Woodland Beings | Aura of Purity |
Mordekainen’s Faithful Hound | Locate Creature | Control Water | Control Water | Find Greater Steed |
Mordekainen’s Private Sanctum | Phantasmal Killer | Divination | Divination | Locate Creature |
Otiluke’s Resilient Sphere | Raulothim’s Psychic Lance | Guardian of Faith | Dominate Beast | |
Stone Shape | Locate Creature | Elemental Bane | ||
Stone Shape | Fire Shield | |||
Giant Insect | ||||
Grasping Vine | ||||
Guardian of Nature | ||||
Hallucinatory Terrain | ||||
Ice Storm | ||||
Locate Creature | ||||
Stone Shape |
Ranger | Sorcerer | Warlock | Wizard |
Conjure Woodland Beings | Blight | Blight | Blight |
Dominate Beast | Dominate Beast | Elemental Bane | Control Water |
Grasping Vine | Fire Shield | Hallucinatory Terrain | Divination |
Guardian of Nature | Ice Storm | Raulothim’s Psychic Lance | Elemental Bane |
Locate Creature | Raulothim’s Psychic Lance | Summon Aberration | Fire Shield |
Storm Sphere | Summon Greater Demon | Hallucinatory Terrain | |
Vitriolic Sphere | Ice Storm | ||
Leomund’s Secret Chest | |||
Locate Creature | |||
Mordekainen’s Faithful Hound | |||
Mordekainen’s Private Sanctum | |||
Otiluke’s Resilient Sphere | |||
Phantasmal Killer | |||
Raulothim’s Psychic Lance | |||
Stone Shape | |||
Storm Sphere | |||
Summon Aberration | |||
Summon Greater Demon | |||
Vitriolic Sphere |
Level 5 |
Artificer | Bard | Cleric | Druid | Paladin |
Animate Objects | Animate Objects | Dawn | Awaken | Banishing Smite |
Creation | Awaken | Dispel Evil and Good | Cone of Cold | Circle of Power |
Greater Restoration | Dominate Person | Greater Restoration | Conjure Elemental | Dispel Evil and Good |
Transmute Rock | Greater Restoration | Hallow | Greater Restoration | |
Wall of Stone | Hold Monster | Mass Cure Wounds | Mass Cure Wounds | |
Mass Cure Wounds | Transmute Rock | |||
Rary’s Telepathic Bond | Tree Stride | |||
Synaptic Static | Wall of Stone | |||
Wrath of Nature |
Ranger | Sorcerer | Warlock | Wizard |
Greater Restoration | Animate Objects | Danse Macabre | Animate Objects |
Tree Stride | Cloudkill | Far Step | Cloudkill |
Wrath of Nature | Cone of Cold | Hold Monster | Cone of Cold |
Creation | Synaptic Static | Conjure Elemental | |
Dominate Person | Creation | ||
Far Step | Danse Macabre | ||
Hold Monster | Dawn | ||
Synaptic Static | Dominate Person | ||
Wall of Stone | Far Step | ||
Hold Monster | |||
Passwall | |||
Rary’s Telepathic Bond | |||
Synaptic Static | |||
Transmute Rock | |||
Wall of Force | |||
Wall of Stone |
Missing 5th Level Spells |
Artificer | Bard | Cleric | Druid | Paladin |
Bigby’s Hand | Dream | Commune | Antilife Shell | Destructive Wave |
Create Spelljamming Helm | Geas | Contagion | Commune with Nature | Geas |
Skill Empowerment | Legend Lore | Flame Strike | Contagion | Holy Weapon |
Mislead | Geas | Control Winds | Raise Dead | |
Modify Memory | Holy Weapon | Geas | Summon Celestial | |
Planar Binding | Insect Plague | Insect Plague | ||
Raise Dead | Legend Lore | Maelstrom | ||
Scrying | Planar Binding | Planar Binding | ||
Seeming | Raise Dead | Reincarnate | ||
Skill Empowerment | Scrying | Scrying | ||
Teleportation Circle | Summon Celestial | Summon Draconic Spirit |
Ranger | Sorcerer | Warlock | Wizard |
Commune with Nature | Bigby’s Hand | Contact Other Plane | Bigby’s Hand |
Conjure Volley | Control Winds | Dream | Contact Other Plane |
Steel Wind Strike | Enervation | Enervation | Control Winds |
Swift Quiver | Immolation | Infernal Calling | Create Spelljamming Helm |
Insect Plague | Mislead | Dream | |
Seeming | Negative Energy Flood | Enervation | |
Skill Empowerment | Planar Binding | Geas | |
Summon Draconic Spirit | Scrying | Immolation | |
Telekinesis | Teleportation Circle | Infernal Calling | |
Teleportation Circle | Wall of Light | Legend Lore | |
Wall of Light | Mislead | ||
Modify Memory | |||
Negative Energy Flood | |||
Planar Binding | |||
Scrying | |||
Seeming | |||
Skill Empowerment | |||
Steel Wind Strike | |||
Summon Draconic Spirit | |||
Telekinesis | |||
Teleportation Circle | |||
Wall of Light |
Level 6 |
Artificer | Bard | Cleric | Druid | Paladin |
N/A | Otto’s Irresistible Dance | Create Undead | Flesh to Stone | N/A |
N/A | True Seeing | Heal | Heal | N/A |
N/A | Sunbeam | Sunbeam | N/A | |
N/A | True Seeing | True Seeing | N/A | |
N/A | Wall of Thorns | N/A | ||
N/A | Wind Walk | N/A |
Ranger | Sorcerer | Warlock | Wizard |
N/A | Chain Lightning | Circle of Death | Chain Lightning |
N/A | Circle of Death | Create Undead | Circle of Death |
N/A | Disintegrate | Flesh to Stone | Create Undead |
N/A | Globe of Invulnerability | Scatter | Disintegrate |
N/A | Scatter | Tasha’s Otherworldly Guise | Flesh to Stone |
N/A | Sunbeam | True Seeing | Globe of Invulnerability |
N/A | Tasha’s Otherworldly Guise | Magic Jar | |
N/A | True Seeing | Otto’s Irresistible Dance | |
N/A | Scatter | ||
N/A | Sunbeam | ||
N/A | Tasha’s Otherworldly Guise | ||
N/A | True Seeing |
Missing 6th Level Spells |
Artificer | Bard | Cleric | Druid | Paladin |
N/A | Eyebite | Blade Barrier | Bones of the Earth | N/A |
N/A | Find the Path | Find the Path | Conjure Fey | N/A |
N/A | Guards and Wards | Forbiddance | Druid Grove | N/A |
N/A | Heroes’ Feast | Harm | Find the Path | N/A |
N/A | Mass Suggestion | Heroes’ Feast | Heroes’ Feast | N/A |
N/A | Programmed Illusion | Planar Ally | Investiture of Flame | N/A |
N/A | Word of Recall | Investiture of Ice | N/A | |
N/A | Investiture of Stone | N/A | ||
N/A | Investiture of Wind | N/A | ||
N/A | Move Earth | N/A | ||
N/A | Primordial Ward | N/A | ||
N/A | Transport via Plants | N/A | ||
N/A | N/A | |||
N/A | N/A | |||
N/A | N/A | |||
N/A | N/A |
Ranger | Sorcerer | Warlock | Wizard |
N/A | Arcane Gate | Arcane Gate | Arcane Gate |
N/A | Eyebite | Conjure Fey | Contingency |
N/A | Fizban’s Platinum Shield | Eyebite | Create Homunculus |
N/A | Investiture of Flame | Investiture of Flame | Drawmji’s Instant Summons |
N/A | Investiture of Ice | Investiture of Ice | Eyebite |
N/A | Investiture of Stone | Investiture of Stone | Fizban’s Platinum Shield |
N/A | Investiture of Wind | Investiture of Wind | Guards and Wards |
N/A | Mass Suggestion | Mass Suggestion | Investiture of Flame |
N/A | Mental Prison | Mental Prison | Investiture of Ice |
N/A | Move Earth | Soul Cage | Investiture of Stone |
Otiluke’s Freezing Sphere | Summon Fiend | Investiture of Wind | |
Mass Suggestion | |||
Mental Prison | |||
Move Earth | |||
Otiluke’s Freezing Sphere | |||
Programmed Illusion | |||
Soul Cage | |||
Summon Fiend | |||
Tenser’s Transformation | |||
Wall of Ice |
All 7th Level Spells are Missing
All 8th Level Spells are Missing
All 9th Level Spells are Missing
New Equipment
There is new equipment readily available for players to use and purchase, acquired from exploration of the lands outside Neo Bakersfield. Look at the list below for pricing and availability.
- Solid Miasma
- Wondrous Item, uncommon
- This is construction material that has coalesced from the Mist and has turned into a solid form. It cannot be banished by spells. It can be shaped and cut, and has no harmful effects on anyone touching it or near it. However, anyone eating it will gain the poisoned condition upon failing a Constitution save with a DC of 15. The creature will also take 1 hp of damage every hour until he successfully makes a Con save of DC 15.
- Cost: 25 gold
- This material is used to power items like the Everbright Lantern.
- Abacus of Calculation
- Wondrous Item, common
- The abacus of calculation appears to be a normal abacus. However, when any mathematical formulation is spoken aloud within 10 feet of it, the abacus of calculation begins moving of its own accord to solve the problem, and announces the result in an audible voice.
- Cost: 50 gold
- Homebrew
- Ablative Shield
- Armor (shield), common
- When you take damage while holding this shield, you can use your reaction and speak its command word to gain temporary hit points equal to 1d8. You gain the temporary hit points before the triggering damage is applied to you, and they last until the start of your next turn. When you use the shield in this way it crumbles to dust and is destroyed.
- A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
- Cost: 75 gold
- Homebrew
- Arcane Grimoire
- Wondrous Item, uncommon, requires attunement by a wizard
- While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book’s rarity.
- You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
- Cost: 200 gold
- Tasha’s Cauldron of Everything, pg. 120
- Breathing Bubble
- Wondrous Item, common
- This translucent, bubble-like sphere has a slightly tacky outer surface, and you gain the item’s benefits only while wearing it over your head like a helmet.
- The bubble contains 4 hours of breathable air. The bubble regains all its expended air daily at dawn.
- This item provides 4 hours of air that isn’t affected by the Mist.
- Cost: 50 gold
- Explorer's Guide to Wildemount, pg. 266
- Clockwork Amulet
- Wondrous Item, common
- This copper amulet contains tiny interlocking gears and is powered by magic from unknown powers.. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.
- When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.
- Cost: 50 gold
- Xanathar's Guide to Everything, pg. 137
- Dark Miasma Amulet
- Wondrous Item, common (requires attunement by a warlock)
- This amulet is fashioned from a single shard of solid miasma. While you are wearing it, you gain the following benefits:
- You can use the amulet as a spellcasting focus for your warlock spells.
- You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.
- Cost: 50 gold
- Xanathar's Guide to Everything, pg. 137
- Enduring Spellbook
- Wondrous Item, common
- This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age. These are made from some tough, thin material.
- Cost: 50 gold
- Xanathar's Guide to Everything, pg. 137
- Everbright Lantern
- Wondrous Item, common
- This bullseye lantern contains a shard of solid miasma that sheds light comparable to that produced by a continual flame spell. An everbright lantern sheds light in a 120-foot cone; the closest 60 feet is bright light, and the farthest 60 feet is dim light.
- Cost: 50 gold
- Wayfinder's Guide to Eberron
- Gloves of Blasting
- Wondrous item, uncommon (requires attunement)
- You may use your action to cast the 2nd level Scorching Ray spell from the glove. When used in this way, it cannot be used again until you finish a long rest.
- Cost: 250 gold
- Homebrew
- Grasping Scarf
- Wondrous item, uncommon (requires attunement)
- This vibrant green and blue striped scarf can animate and move around under your control. While wearing this scarf you can command it as a bonus action to reach out and grasp or manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, pour the contents out of a vial, or other simple tasks. The scarf has a reach of 5 feet, and cannot carry more than 5 pounds. The scarf lacks the precision to use a weapon, wield a shield, or activate a magic item.
- Cost: 200 gold
- Homebrew
- Hand of Glory
- Wondrous item, uncommon (requires attunement by a rogue)
- This pickled and dried human hand, typically that of a murderer, tightly clutches a tallow candle made with one of the murderer's hairs for a wick. When lit, the candle casts bright light in a 15-foot radius, and dim light for an additional 30 feet, that can only be seen by a creature attuned to the hand. To all others, the light is imperceptible and the candle appears unlit.
- Lighting the candle does not cause it to be consumed, and the candle cannot be removed from the hand except while in an antimagic field. Removing the candle destroys this item.
- Cost: 500 gold
- Homebrew
- Hat of Divergence
- Wondrous item, uncommon
- This magical cloth hat, also know as a scatter hat, will change its style to match your aesthetic. While worn, the hat allows you to create illusionary duplicates which assist you in evading anyone who may try to visually track your movement.
- As a bonus action you can create three illusory duplicates of yourself which appear and overlap your form. When you move on your turn, the duplicates match your movement speed and move in opposing directions away from you. These duplicates mimic your mannerisms, avoid obstacles in their path, match your urgency, and never move closer to you. This combination makes it difficult to track which image is real as you all duck down alleys or become lost in the crowd.
- To try to perceive which image is the real one, make a Wisdom save, DC 13. Success means you see through the illusion.
- A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects.
- The illusion disappears when it is 60’ away from the wearer.
- A creature is unaffected by this illusion if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
- If you behave in a way that draws specific attention to yourself, you may betray yourself as the trueform e.g. you are witnessed attacking someone or casting a spell.
- The effect can last up to 10 minutes. The effect ends if all three duplicates are destroyed or you use your action to dismiss the illusory duplicates.
- Once you use this feature you can’t use it again until the next dawn.
- Cost: 1000 gold
- Homebrew
- Hat of Holding
- Wondrous item, uncommon
- This hat has a hidden compartment in which it's interior space is considerably larger than its outside dimensions, roughly 8 inches in diameter at the mouth and 8 inches deep. The hat can hold up to 50 pounds, not exceeding a volume of 15 cubic feet. The hat weighs 1.5 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
- If the hat is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the hat is turned inside out, its contents spill forth, unharmed, but the hat must be put right before it can be used again. Breathing creatures inside the hat can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
- The hat of holding is held to the same rules as the bag of holding when it comes to trying to stack items.
- Cost: 2000 gold
- Homebrew
Custom Monsters
Infected Shambler CR 1/4



Infected Runner CR 1/2


Infected Sprayer CR 1



Infected Controller CR 2



Infected Grasper CR 3


Infected Psion CR4


Plague Rat CR 1/4


Red-Tailed Rat CR 1/2


Corrupted Rat Swarm CR 1/2


Corrupted Rat Mind-Spiker CR 1


Skeletal Striker CR 1/4



Skeletal Screamer CR 1/2


Bone Spitter CR 1


Skeletal Necrolizer CR 2


Skeletal Tyrant CR 3


Withered Cannibal CR 1/4



Cannibal Devourer CR 1/2



Cannibal Mastermind CR 1


Faded Wolf CR 1/4



Wolven Howler CR 1/2


Wolven Flier CR 1


Infected Goblin CR 1/4


Infected Gnoll CR 1/2


Gnoll Flesh Gnawer CR 1


Ork Nation Patroller CR 1/4


Ork Nation Skirmisher CR 1/2


Ork Nation Warrior CR 1


Ork Nation Bruiser CR 3


Hegemony Patroller CR 1/4
Hegemony Skirmisher CR 1/2


Hegemony Soldier CR 1
Hegemony Sergeant CR 2



Hegemony Captain CR 3


Unique Creatures and Bosses
Vex Karlen - minor Villain CR 2



Beth Tasjian was a former priestess of the light domain of Neo Bakersfield who got trapped in the Mist by a jealous cleric in a higher office for 72 hours or more. It changed her. Now she calls herself Vex Karlen and surrounds herself with mist-touched cannibals who serve her every whim, because she can provide them with food and she can keep the effects of the Mist away. She styles herself as a savior of mankind and is utterly insane. Irredeemably evil, she might seem kind and helpful, but eventually her insanity comes out and she betrays anyone she meets.
Tar Grolien - minor Villain (Atlantean) CR 2



Tar Grolien is very far away from home, possibly hundreds of miles away is a home he calls ‘Atlantis’. After years of wandering the Mist, he has grown distrustful of everyone and has decided to take the power he can. He’s taken over a tribe of infected goblins, ruling them through fear and deception and using his power armor to dominate anyone he finds. He will not hesitate to lie to anyone and then betray them when he can, unless they can offer him a home in a convincing manner, and even then, he might still betray them. The one thing that can sway him is falling in love with a humanoid female.
Kal Hex - minor Villain (psionic slaver from Al Amarja) CR 2


Kal Hex is a human psionic slaver from Al Amarja, a country that prides itself on enslaving and taking advantage of other humanoid and other intelligent species, controlling them and profiting off of them. Kal’s psionic powers keep him from succumbing to the Mist, so he has left Al Amarja (hundreds of miles away) and is setting up his own slave empire. He has a more potent Resist Corruption ability that protects those he recruits from the Mist for a week. He usually travels with 10-15 tribal warriors, warriors who have loved ones in a remote village that he keeps hostage against their good behavior. Without Kal, those in the village would succumb to the effects of the Mist.
John Vyx Denver - minor Villain (tyrant CR3)



John Vyx Denver is the ruler of a small village only one hex in size, with a single ritual barrier in place, which he alone maintains. He keeps a small army in town with him and an entourage of bodyguards when he’s outside the village exploring or foraying for treasure or supplies. All of the village are people he’s kidnapped from the Mist and then cured them of all effects and then enslaved them. Some of the people he’s elevated are now bosses because he’s identified the ones who are both weak of will and who want power over others, and they do his bidding willingly. The others live a life that sustains them, but are enslaved for various things around the village; farming, animal husbandry, mining, metal working, and other tasks to keep a village running.
John Vyx Denver has dominion over what used to be called a Potemkin village, which he calls Potemkin Village. Outwardly happy and productive, but only because it is ruled with an iron fist. If plied with drink and other services, the village people are all too willing to tell about the tyranny and the suffering they’re experiencing from the tyrant. All of them are willing to go against him if those who are fighting the wizard can guarantee that their village will be safe against the ravages of the Mist.
The Zenith CR 3



The emergence of the Mist also brought about the birth of fantasy creatures. However, the Mist twisted and changed them into figures out of a nightmare. The minotaur was already a powerful and terrible figure, but now it is grotesque as well. Now calling itself the Zenith with the ability to speak in several languages, it leads a tribe of goblins on a warpath of conquest. Before attacking anyone, it always says, “Do you bow to the Zenith?”, and if they do, they are made thralls of the creature, to serve him always. If not, all that awaits is death.
Mordesh Grohl CR 3


The driders of old are gone. They’ve been replaced by a monstrosity that is barely sentient, but still able to control giant spiders with his mighty psionic skills. Changed by the Mist, he seeks nothing more than to devour everyone and everything. Mordesh Grohl wanders the Mist seeking victims for his brood, striking even safe settlements. Parents tell their children that Mordesh Grohl will get them if they don’t go to bed on time, if they don’t eat their vegetables, and maybe he will. Is he there now?
Korg Humansmasher


Skeletal Ragnaros
Infected Cancer Mass Variant 1
Starting Encounters
These are encounters that can be in the Mist or in areas that either through accidents of the terrain or the efforts of sentient creatures are not affected by the Mist at all. For Tier 1, use the format here. These generic encounters are meant to provide a ‘hard’ encounter. Deadly encounters are reserved for bosses and the like, and bosses/uniques are for Tier 4.
Monsters Sorted According to CR
Name | CR | Name | CR |
Infected Shambler | 1/4 | Bone Spitter | 1 |
Plague Rat | 1/4 | Cannibal Mastermind | 1 |
Skeletal Striker | 1/4 | Wolven Flier | 1 |
Withered Cannibal | 1/4 | Gnoll Flesh Gnawer | 1 |
Faded Wolf | 1/4 | Ork Nation Warrior | 1 |
Infected Wolf | 1/4 | Infected Controller | 2 |
Ork Nation Patroller | 1/4 | Vex Karlen - minor Villain | 2 |
Hegemon Patroller | 1/4 | Tar Grolien - minor Villain | 2 |
Infected Runner | 1/2 | Kal Hex - minor Villain | 2 |
Red-Tailed Rat | 1/2 | Infected Controller | 2 |
Corrupted Rat Swarm | 1/2 | Skeletal Necrolizer | 2 |
Skeletal Screamer | 1/2 | Hegemon Sergeant | 2 |
Cannibal Devourer | 1/2 | John Vyx Denver - minor Villain | 3 |
Wolven Howler | 1/2 | The Zenith - minor Villain | 3 |
Infected Gnoll | 1/2 | Mordesh Grohl - minor Villain | 3 |
Ork Nation Skirmisher | 1/2 | Ork Nation Bruiser | 3 |
Hegemon Skirmisher | 1/2 | Infected Grasper | 3 |
Hegemon Soldier | 1 | Skeletal Tyrant | 3 |
Infected Sprayer | 1 | Hegemon Captain | 3 |
Corrupted Rat Mind-Spiker | 1 | Infected Psion | 4 |
Korg Humansmasher | 4 | ||
Infected Cancer Mass Variant 1 | 4 |
single type encounters
Level 1: 3x CR 1/4
Level 2: 6x CR 1/4
Level 3: 8x CR 1/4
Level 4: 11x CR 1/4
Level 5: 15x CR 1/4
Level 1: 2x CR 1/2
Level 2: 3x CR 1/2
Level 3: 5x CR 1/2
Level 4: 7x CR 1/2
Level 5: 11x CR 1/2
Level 1: 1x CR 1
Level 2: 2x CR 1
Level 3: 3x CR 1
Level 4: 4x CR 1
Level 5: 7x CR 1
Level 1: n/a - deadly
Level 2: 1x CR 2
Level 3: 2x CR 2
Level 4: 2x CR 2
Level 5: 4x CR 2
Level 1: n/a - deadly
Level 2: 1x CR 3
Level 3: 1x CR 3
Level 4: 1x CR 3
Level 5: 3x CR 3
dual type encounter w/CR 1/4 and CR 1/2
Level 1: 1x CR 1/4, 1x CR 1/2
Level 2: 4x CR 1/4, 1x CR 1/2
Level 3: 4x CR 1/4, 3x CR 1/2
Level 4: 5x CR 1/4, 4x CR ½
Level 5: 8x CR1/4, 6x CR 1/2
dual type encounter w/CR 1/2 and CR 1
Level 1: n/a - Deadly
Level 2: 1x CR 1/2, 1x CR 1
Level 3: 3x CR 1/2, 1x CR 1
Level 4: 4x CR 1/2, 2x CR 1
Level 5: 4x CR 1/2, 4x CR 1
dual type encounter w/CR 1/4 and CR 1
Level 1: 1x CR 1/4, 1x CR 1
level 2: 2x CR 1/4, 1x CR 1
Level 3: 3x CR 1/4, 2x CR 1
Level 4: 6x CR 1/4, 2x CR 1
Level 5: 6x CR 1/4, 5x CR 1
dual type encounter w/ CR 1/4 and CR 2
Level 1: n/a - Deadly
Level 2: 1x CR 1/4, 1x CR 2
Level 3: 2x CR 1/4, 1x CR 2
Level 4: 5x CR 1/4, 1x CR 2
Level 5: 6x CR 1/4, 2x CR 2
dual type encounter w/ CR 1/2 and CR 2
Level 1: n/a - Deadly
Level 2: n/a - Deadly
Level 3: 2x CR 1/2, 1x CR2
Level 4: 4x CR 1/2, 1x CR2
Level 5: 5x CR 1/2, 2x CR2
dual type encounter w/ CR 1/4 and CR 3
Level 1: n/a - Deadly
Level 2: n/a - Deadly
Level 3: n/a - Deadly
Level 4: 2x CR 1/4, 1x CR3
Level 5: 3x CR 1/4, 2x CR3
dual type encounter w/ CR 1/2 and CR 3
Level 1: n/a - Deadly
Level 2: n/a - Deadly
Level 3: 1x CR 1/2, 1x CR3
Level 4: 2x CR 1/2, 1x CR3
Level 5: 3x CR 1/2, 2x CR3
dual type encounter w/ CR 1 and CR 2
Level 1: n/a - Deadly
Level 2: n/a - Deadly
Level 3: 1x CR 1, 1x CR 2
Level 4: 2x CR 1, 1x CR 2
Level 5: 3x CR 1, 2x CR 2
dual type encounter w/ CR 1 and CR 3
Level 1: n/a - Deadly
Level 2: n/a - Deadly
Level 3: n/a - Deadly
Level 4: 1x CR 2, 1x CR 3
Level 5: 2x CR 2, 1x CR 3
dual type encounter w/ CR 2 and CR 3
Level 1: n/a - Deadly
Level 2: n/a - Deadly
Level 3: n/a - Deadly
Level 4: 1x CR 2, 1x CR 3
Level 5: 2x CR 2, 1x CR 3
Mist Combat Encounters - Random and Patrols
- Infected Shamblers (CR 1/4)
- Level 1: 3x Infected Shamblers
- Level 2: 6x Infected Shamblers
- Level 3: 8x Infected Shamblers
- Level 4: 11x Infected Shamblers
- Level 5: 15x Infected Shamblers
- Infected Runners (CR 1/2)
- Level 1: 2x Infected Runners
- Level 2: 3x Infected Runners
- Level 3: 5x Infected Runners
- Level 4: 7x Infected Runners
- Level 5: 11x Infected Runners
- Infected Sprayers (CR 1)
- Level 1: 1x Infected Sprayers
- Level 2: 2x Infected Sprayers
- Level 3: 3x Infected Sprayers
- Level 4: 4x Infected Sprayers
- Level 5: 7x Infected Sprayers
- Infected Shamblers + Infected Runners (CR 1/4 + CR 1/2)
- Level 1: 1x Infected Shambler, 1x Infected Runner
- Level 2: 4x Infected Shambler, 1x Infected Runner
- Level 3: 4x Infected Shambler, 3x Infected Runner
- Level 4: 5x Infected Shambler, 4x Infected Runner
- Level 5: 8x Infected Shambler, 6x Infected Runner
- Infected Runners + Infected Sprayers (CR 1/2 + CR 1)
- Level 1: n/a
- Level 2: 1x Infected Runners, 1x Infected Sprayers
- Level 3: 3x Infected Runners, 1x Infected Sprayers
- Level 4: 4x Infected Runners, 2x Infected Sprayers
- Level 5: 4x Infected Runners, 4x Infected Sprayers
- Infected Shamblers + Infected Sprayers (CR 1/4 + CR 1)
- Level 1: 1x Infected Shambler, 1x Infected Sprayer
- Level 2: 2x Infected Shambler, 1x Infected Sprayer
- Level 3: 3x Infected Shambler, 2x Infected Sprayer
- Level 4: 6x Infected Shambler, 2x Infected Sprayer
- Level 5: 6x Infected Shambler, 5x Infected Sprayer
- Plague Rats (CR 1/4)
- Level 1: 3x Plague Rats
- Level 2: 6x Plague Rats
- Level 3: 8x Plague Rats
- Level 4: 11x Plague Rats
- Level 5: 15x Plague Rats
- Red-Tailed Rats (CR 1/2)
- Level 1: 2x Red-Tailed Rats
- Level 2: 3x Red-Tailed Rats
- Level 3: 5x Red-Tailed Rats
- Level 4: 7x Red-Tailed Rats
- Level 4: 11x Red-Tailed Rats
- Corrupted Rat Swarm (CR 1)
- Level 1: 1x Corrupted Rat Swarm
- Level 2: 2x Corrupted Rat Swarm
- Level 3: 3x Corrupted Rat Swarm
- Level 4: 4x Corrupted Rat Swarm
- Level 5: 7x Corrupted Rat Swarm
- Infected Controller (CR 2)
- Level 1: n/a - deadly
- Level 2: 1x Infected Controller
- Level 3: 2x Infected Controller
- Level 4: 2x Infected Controller
- Level 4: 4x Infected Controller
- Plague Rats + Corrupted Rat Swarm (CR 1/4 + CR 1)
- Level 1: 1x Plague Rats, 1x Corrupted Rat Swarm
- level 2: 2x Plague Rats, 1x Corrupted Rat Swarm
- Level 3: 3x Plague Rats, 2x Corrupted Rat Swarm
- Level 4: 6x Plague Rats, 2x Corrupted Rat Swarm
- Level 5: 6x Plague Rats, 5x Corrupted Rat Swarm
- Infected Controller + Plague Rats (CR 1/4 + CR 2)
- Level 1: n/a - deadly
- Level 2: 1x Plague Rat, 1x Infected Controller
- Level 3: 2x Plague Rat, 1x Infected Controller
- Level 4: 5x Plague Rat, 1x Infected Controller
- Level 4: 6x Plague Rat, 2x Infected Controller
- Infected Controller + Red Tailed Rat (CR 1/2 + CR 2)
- Level 1: n/a - deadly
- Level 2: n/a - deadly
- Level 3: 2x Red Tailed Rat, 1x Infected Controller
- Level 4: 4x Red Tailed Rat, 1x Infected Controller
- Level 4: 5x Red Tailed Rat, 2x Infected Controller
- Infected Controller + Corrupted Rat Swarm (CR 1 + CR 2)
- Level 1: n/a - deadly
- Level 2: n/a - deadly
- Level 3: 1x Corrupted Rat Swarm, 1x Infected Controller
- Level 4: 2x Corrupted Rat Swarm, 1x Infected Controller
- Level 5: 3x Corrupted Rat Swarm, 2x Infected Controller
- Infected Controller + Corrupted Rat Mind Spiker (CR 1 + CR 2)
- Level 1: n/a - deadly
- Level 2: n/a - deadly
- Level 3: 1x Corrupted Rat Mind Spiker, 1x Infected Controller
- Level 4: 2x Corrupted Rat Mind Spiker, 1x Infected Controller
- Level 5: 3x Corrupted Rat Mind Spiker, 2x Infected Controller
- Skeletal Striker (CR 1/4)
- Level 1: 3x Skeletal Striker
- Level 2: 6x Skeletal Striker
- Level 3: 8x Skeletal Striker
- Level 4: 11x Skeletal Striker
- Level 5: 15x Skeletal Striker
- Skeletal Screamer (CR 1/2)
- Level 1: 2x Skeletal Screamer
- Level 2: 3x Skeletal Screamer
- Level 3: 5x Skeletal Screamer
- Level 4: 7x Skeletal Screamer
- Level 5: 11x Skeletal Screamer
- Bone Spitter (CR 1)
- Level 1: 1x Bone Spitter
- Level 2: 2x Bone Spitter
- Level 3: 3x Bone Spitter
- Level 4: 4x Bone Spitter
- Level 5: 7x Bone Spitter
- Skeletal Striker + Skeletal Screamer (CR 1/4 + CR 1/2)
- Level 1: 1x Skeletal Striker, 1x Skeletal Screamer
- Level 2: 4x Skeletal Striker, 1x Skeletal Screamer
- Level 3: 4x Skeletal Striker, 3x Skeletal Screamer
- Level 4: 5x Skeletal Striker, 4x Skeletal Screamer
- Level 5: 8x Skeletal Striker, 6x Skeletal Screamer
- Skeletal Striker + Bone Spitter (CR 1/4 + CR 1)
- Level 1: 1x Skeletal Striker , 1x Bone Spitter
- Level 2: 2x Skeletal Striker , 1x Bone Spitter
- Level 3: 3x Skeletal Striker , 2x Bone Spitter
- Level 4: 6x Skeletal Striker , 2x Bone Spitter
- Level 5: 6x Skeletal Striker , 5x Bone Spitter
- Skeletal Screamer + Bone Spitter (CR 1/2 + CR 1)
- Level 1: n/a - Deadly
- Level 2: 1x Skeletal Screamer, 1x Bone Spitter
- Level 3: 3x Skeletal Screamer, 1x Bone Spitter
- Level 4: 4x Skeletal Screamer, 2x Bone Spitter
- Level 5: 4x Skeletal Screamer, 4x Bone Spitter
- Withered Cannibals (CR 1/4)
- Level 1: 3x Withered Cannibal
- Level 2: 6x Withered Cannibal
- Level 3: 8x Withered Cannibal
- Level 4: 11x Withered Cannibal
- Level 5: 15x Withered Cannibal
- Cannibal Devourer (CR 1/2)
- Level 1: 2x Cannibal Devourer
- Level 2: 3x Cannibal Devourer
- Level 3: 5x Cannibal Devourer
- Level 4: 7x Cannibal Devourer
- Level 5: 11x Cannibal Devourer
- Cannibal Mastermind (CR 1)
- Level 1: 1x Cannibal Mastermind
- Level 2: 2x Cannibal Mastermind
- Level 3: 3x Cannibal Mastermind
- Level 4: 4x Cannibal Mastermind
- Level 5: 7x Cannibal Mastermind
- Withered Cannibal + Cannibal Devourer (CR 1/4 + CR 1/2)
- Level 1: 1x Withered Cannibal, 1x Cannibal Devourer
- Level 2: 4x Withered Cannibal, 1x Cannibal Devourer
- Level 4: 5x Withered Cannibal4, 4x Cannibal Devourer
- Level 5: 8x Withered Cannibal4, 6x Cannibal Devourer
- Withered Cannibal + Cannibal Mastermind (CR 1/4 + CR 1)
- Level 1: 1x Withered Cannibal , 1x Cannibal Mastermind
- level 2: 2x Withered Cannibal , 1x Cannibal Mastermind
- Level 3: 3x Withered Cannibal , 2x Cannibal Mastermind
- Level 4: 6x Withered Cannibal , 2x Cannibal Mastermind
- Level 5: 6x Withered Cannibal , 5x Cannibal Mastermind
- Cannibal Devourer + Cannibal Mastermind (CR 1/2 + CR 1)
- Level 1: n/a - Deadly
- Level 2: 1x Cannibal Devourer, 1x Cannibal Mastermind
- Level 3: 3x Cannibal Devourer, 1x Cannibal Mastermind
- Level 4: 4x Cannibal Devourer, 2x Cannibal Mastermind
- Level 5: 4x Cannibal Devourer, 4x Cannibal Mastermind
- Faded Wolf (CR 1/4)
- Level 1: 3x Faded Wolf
- Level 2: 6x Faded Wolf
- Level 3: 8x Faded Wolf
- Level 4: 11x Faded Wolf
- Level 5: 15x Faded Wolf
- Wolven Howler (CR 1/2)
- Level 1: 2x Wolven Howler
- Level 2: 3x Wolven Howler
- Level 3: 5x Wolven Howler
- Level 4: 7x Wolven Howler
- Level 5: 11x Wolven Howler
- Wolven Flier (CR 1)
- Level 1: 1x Wolven Flier
- Level 2: 2x Wolven Flier
- Level 3: 3x Wolven Flier
- Level 4: 4x Wolven Flier
- Level 5: 7x Wolven Flier
- Faded Wolf + Wolven Howler (CR 1/4 + CR 1/2)
- Level 1: 1x Faded Wolf, 1x Wolven Howler
- Level 2: 4x Faded Wolf, 1x Wolven Howler
- Level 3: 4x Faded Wolf, 3x Wolven Howler
- Level 4: 5x Faded Wolf, 4x Wolven Howler
- Level 5: 8x Faded Wolf, 6x Wolven Howler
- Faded Wolf + Wolven Flier (CR 1/4 + CR 1)
- Level 1: 1x Faded Wolf, 1x Wolven Flier
- Level 2: 2x Faded Wolf, 1x Wolven Flier
- Level 3: 3x Faded Wolf, 2x Wolven Flier
- Level 4: 6x Faded Wolf, 2x Wolven Flier
- Level 5: 6x Faded Wolf, 5x Wolven Flier
- Wolven Howler + Wolven Flier (CR 1/2 + CR 1)
- Level 1: n/a - Deadly
- Level 2: 1x Wolven Howler, 1x Wolven Flier
- Level 3: 3x Wolven Howler, 1x Wolven Flier
- Level 4: 4x Wolven Howler, 2xWolven Flier
- Level 5: 4x Wolven Howler, 4xWolven Flier
- Infected Goblin (CR 1/4)
- Level 1: 3x Infected Goblin
- Level 2: 6x Infected Goblin
- Level 3: 8x Infected Goblin
- Level 4: 11x Infected Goblin
- Level 5: 15x Infected Goblin
- Infected Gnoll (CR 1/2)
- Level 1: 2x Infected Gnoll
- Level 2: 3x Infected Gnoll
- Level 3: 5x Infected Gnoll
- Level 4: 7x Infected Gnoll
- Level 5: 11x Infected Gnoll
- Gnoll Flesh Gnawer (CR 1)
- Level 1: 1x Gnoll Flesh Gnawer
- Level 2: 2x Gnoll Flesh Gnawer
- Level 3: 3x Gnoll Flesh Gnawer
- Level 4: 4x Gnoll Flesh Gnawer
- Level 5: 7x Gnoll Flesh Gnawer
- Infected Goblin + Infected Gnoll (CR 1/4 + CR 1/2)
- Level 1: 1x Infected Goblin, 1x Infected Gnoll
- Level 2: 4x Infected Goblin, 1x Infected Gnoll
- Level 3: 4x Infected Goblin, 3x Infected Gnoll
- Level 4: 5x Infected Goblin, 4x Infected Gnoll
- Level 5: 8x Infected Goblin, 6x Infected Gnol
- Infected Goblin + Gnoll Flesh Gnawer (CR 1/4 + CR 1)
- Level 1: 1x Infected Goblin, 1x Gnoll Flesh Gnawer
- Level 2: 2x Infected Goblin, 1x Gnoll Flesh Gnawer
- Level 3: 3x Infected Goblin, 2x Gnoll Flesh Gnawer
- Level 4: 6x Infected Goblin, 2x Gnoll Flesh Gnawer
- Level 5: 6x Infected Goblin, 5x Gnoll Flesh Gnawer
- Infected Gnoll + Gnoll Flesh Gnawer (CR 1/2 + CR 1)
- Level 1: n/a - Deadly
- Level 2: 1x Infected Gnoll, 1x Gnoll Flesh Gnawer
- Level 3: 3x Infected Gnoll, 1x Gnoll Flesh Gnawer
- Level 4: 4x Infected Gnoll, 2x Gnoll Flesh Gnawer
- Level 5: 4x Infected Gnoll, 4x Gnoll Flesh Gnawer
- Ork Nation Patroller (CR 1/4)
- Level 1: 3x Ork Nation Patroller
- Level 2: 6x Ork Nation Patroller
- Level 3: 8x Ork Nation Patroller
- Level 4: 11x Ork Nation Patroller
- Level 5: 15x Ork Nation Patroller
- Ork Nation Skirmisher (CR 1/2)
- Level 1: 2x Ork Nation Skirmisher
- Level 2: 3x Ork Nation Skirmisher
- Level 3: 5x Ork Nation Skirmisher
- Level 4: 7x Ork Nation Skirmisher
- Level 5: 11x Ork Nation Skirmisher
- Ork Nation Warrior (CR 1)
- Level 1: 1x Ork Nation Warrior
- Level 2: 2x Ork Nation Warrior
- Level 3: 3x Ork Nation Warrior
- Level 4: 4x Ork Nation Warrior
- Level 5: 7x Ork Nation Warrior
- Ork Nation Bruiser (CR 3)
- Level 1: n/a - deadly
- Level 2: 1x Ork Nation Bruiser
- Level 3: 1x Ork Nation Bruiser
- Level 4: 1x Ork Nation Bruiser
- Level 5: 3x Ork Nation Bruiser
- Ork Nation Patroller + Ork Nation Skirmisher (CR 1/4 + CR 1/2)
- Level 1: 1x Ork Nation Patroller, 1x Ork Nation Skirmisher
- Level 2: 4x Ork Nation Patroller, 1x Ork Nation Skirmisher
- Level 3: 4x Ork Nation Patroller, 3x Ork Nation Skirmisher
- Level 4: 5x Ork Nation Patroller, 4x Ork Nation Skirmisher
- Level 5: 8x Ork Nation Patroller4, 6x Ork Nation Skirmisher
- Ork Nation Skirmisher + Ork Nation Warrior (CR 1/2 + CR 1)
- Level 1: n/a - Deadly
- Level 2: 1x Ork Nation Skirmisher , 1x Ork Nation Warrior
- Level 3: 3x Ork Nation Skirmisher , 1x Ork Nation Warrior
- Level 4: 4x Ork Nation Skirmisher , 2x Ork Nation Warrior
- Level 5: 4x Ork Nation Skirmisher , 4x Ork Nation Warrior
- Ork Nation Patroller + Ork Nation Warrior (CR 1/4 + CR 1)
- Level 1: 1x Ork Nation Patroller , 1xOrk Nation Warrior
- level 2: 2x Ork Nation Patroller , 1x Ork Nation Warrior
- Level 3: 3x Ork Nation Patroller , 2x Ork Nation Warrior
- Level 4: 6x Ork Nation Patroller , 2x Ork Nation Warrior
- Level 5: 6x Ork Nation Patroller , 5x Ork Nation Warrior
- Ork Nation Patroller + Ork Nation Bruiser (CR 1/4 + CR 3)
- Level 1: n/a - Deadly
- Level 2: n/a - Deadly
- Level 3: n/a - Deadly
- Level 4: 2x Ork Nation Patroller, 1x Ork Nation Bruiser
- Level 5: 3x Ork Nation Patroller, 2x Ork Nation Bruiser
- Ork Nation Skirmisher + Ork Nation Bruiser (CR 1/2 + CR 3)
- Level 1: n/a - Deadly
- Level 2: n/a - Deadly
- Level 3: 1x Ork Nation Skirmisher , 1x Ork Nation Bruiser
- Level 4: 2x Ork Nation Skirmisher , 1x Ork Nation Bruiser
- Level 5: 3x Ork Nation Skirmisher , 2x Ork Nation Bruiser
- Ork Nation Warrior + Ork Nation Bruiser (CR 1 + CR 3)
- Level 1: n/a - Deadly
- Level 2: n/a - Deadly
- Level 3: n/a - Deadly
- Level 4: 1x Ork Nation Warrior, 1x Ork Nation Bruiser
- Level 5: 2x Ork Nation Warrior, 1x Ork Nation Bruiser
Bosses and Unique Encounters
- Vex Karlen + 5 Withered Cannibals
- CR 2 + 5x CR 1 / 4
- Level 1: n/a
- Level 2: Vex Karlen + 1 Withered Cannibals
- Level 3: Vex Karlen + 2 Withered Cannibals
- Level 4: Vex Karlen + 6 Withered Cannibals
- Level 5: Vex Karlen + 13 Withered Cannibals
- Tar Grolien + 5 Infected Goblins
- CR 2 + 5x CR 1 / 4
- Level 1: n/a
- Level 2: Vex Karlen + 1 Infected Goblins
- Level 3: Vex Karlen + 2 Infected Goblins
- Level 4: Vex Karlen + 6 Infected Goblins
- Level 5: Vex Karlen + 13 Infected Goblins
- Kal Hex + 10 Tribal Warriors
- CR 2 + 10x CR 1 / 8
- Level 1: n/a
- Level 2: Kal Hex + 1 Tribal Warrior
- Level 3: Kal Hex + 7 Tribal Warrior
- Level 4: Kal Hex + 9 Tribal Warrior
- Level 5: Kal Hex + 25 Tribal Warrior
- John Vyx Denver + 10 Guards
- CR 3 + 10x CR 1 / 8
- Level 1: n/a
- Level 2: n/a
- Level 3: John Vyx Denver + 3 Guards
- Level 4: John Vyx Denver + 5 Guards
- Level 5: John Vyx Denver + 15 Guards
- The Zenith + 5 Infected Goblins
- CR 3 + 5x CR 1 / 4
- Level 1: n/a
- Level 2: n/a
- Level 3: The Zenith + 1 Infected Goblin
- Level 4: The Zenith + 5 Infected Goblin
- Level 5: The Zenith + 13 Infected Goblin
- Mordesh Grohl + 3 Giant Spiders
- CR 3 + 3x CR 1
- Level 1: n/a
- Level 2: n/a
- Level 3: Mordesh Grohl + 1 Giant Spider
- Level 4: Mordesh Grohl + 2 Giant Spider
- Level 5: Mordesh Grohl + 3 Giant Spider
On the Road Again
The party is on the road again and here they may discover many interesting things. Refer to the random table below to see what they find. There may not be an actual site in a hex that players are in where major or even minor powers dwell.
- The players encounter a Landmark. See Landmark’s table.
- The players encounter a Landmark. See Landmark’s table.
- The players encounter a Landmark. See Landmark’s table.
- The players encounter a Landmark. See Landmark’s table.
- The players encounter a Landmark. See Landmark’s table.
- The weather suddenly changes. Example: sunny / little Mist but now very windy.
- The weather suddenly changes. Example: sunny / little Mist but now very windy.
- The weather suddenly changes. Example: sunny / little Mist but now very windy.
- The weather suddenly changes. Example: sunny / little Mist but now very windy.
- The weather suddenly changes. Example: sunny / little Mist but now very windy.
- A natural disaster begins to occur. See Natural Disasters table.
- You encounter a road-weary and dazed child, doggedly walking along the path, who is somehow not Mist-touched.
- You encounter a traveling merchant offering magic trinkets. Some of the trinkets are just that, but a few of the items seem to possess real magic. He looks like a spellcaster of some sort and has Resist Corruption cast on him.
- The characters encounter a corrupted bear trying to catch fish in a small river or tributary.
- The PCs stumble across the corpse of a man in full plate, slumped against a tree and overgrown with vines.
- * Possible Combat * The group sees that there is a large number of heavily armed Infected Gnolls, marching in strict formation.
- The PCs pass by a cleric with a couple of armed guards gathering herbs by the roadside.
- * Possible Combat * The PCs stumble across a wounded young soldier in the early stages of Mist corruption, desperately fending off a group of Plague Rats.
- The characters spot a cloud of magical darkness in the distance.
- * Possible Combat * The characters encounter a gang of shape changers with a mage in tow. The shape changers are in the form of people that the PCs know. The mage is keeping the shape changers out of corruption.
- * Possible Combat * Quiet sounds and quick movements out of the corner of their eyes lead the characters to believe they are being followed.
- A spooked, riderless horse in the middle stages of mist corruption bolts down the road.
- * Possible Combat * A massive creature lumbers across the path, ushering his herd of cows before him. It has the typical pustules, lacerations and scarring of a mist corrupted creature, but the cows do not.
- The characters see something huge stir beneath the water of a nearby lake.
- A cliff hinders your passage. You may need to go around a few hexes.
- Floodwaters cover the road, hindering your progress.
- The PCs begin to see small spider webs. As they continue down the path, the spider webs get thicker and thicker until the area is swathed in them.
- A glowing star falls through the sky and lands with a tremendous crash one mile away from the party’s location.
Landmarks
- Stone Circle - A circle of massive stones stands in the countryside. The stones have been chiseled into perfect rectangles, though their intricate designs have been somewhat worn away by wind and rain.
- Calcified Giants - Huge vaguely human shaped stones dot the countryside. Some believe they are just stones while others believe they are the calcified remains of the last giants.
- Volcano - an active volcano rests quietly in the region. It has been years since it last erupted, though many believe that it’s only a matter of time.
- Witch Pits - A field of pits sits ominously in the plains. Bars and chiseled stones cover most of them and grass has grown tall around them, though their history is hard to forget. The pits are home to the witches that were captured during an ancient terrifying war against their evil magic.
- Altar to the Wild God - An altar stands, quietly overgrown with grass and vines. Cabbage moths flit around stones carved in the god’s likeness and flowers bloom regardless of the weather.
- Drowned City - A swift river runs through the region. In one spot, it broadens, reaching almost a mile at its widest point. The water is dark but clear, and beneath the river’s surface you can just see the ancient remains of the city that rots quietly below.
- Ancient Battlefield - For two miles, swords, shields, spears and bones poke from the ground like strange flowers. A battle was fought here long ago, and some say that undead soldiers still roam the fields.
- Valley of Death - A shallow valley runs through this part of the region. Travelers choose to steer clear of this place, claiming it is haunted by demons and sorrowful spirits. Rectangular indents have been cut into the stone wall of the valley. Some are empty, but some contain the bones of long dead warriors.
- Dry Lake - This large lake has been dry for as long as anyone can remember. Darkness pours from the hills in the early morning hours and fills the lakebed with Dread.
- Old Statue - a statue stands ancient and overgrown. Many of the intricate details have been worn away, but travelers can clearly see the shape of a woman with her sword raised high. An inscription on the base reads, in common, ‘The Martyr’.
- The Well - in a field of tall grass sits a well. Its depths are dark and deep but any traveler who peers in will see the massive lake that lies far below the surface.
- The Staircase - long before anyone can remember and for reasons historians cannot understand, a massive staircase was carved into the side of the largest mountain in the region. The stairs are half a mile wide and stretch from the foothills up to the mountain’s very peak. Few pilgrims brave the stairs and many give up or go mad before they reach the top.
- The Lighthouses - although this is not a coast, there are lighthouses here. Many of them rest in isolated and uncomfortable places, but the lighthouse watchers faithfully keep the fires lit, warning … who? Who are they warning? And of what?
- Altar to the Old Gods - A small alcove protects a stone altar from the elements. If looks to be carved in the vague shape of a woman, but the coating of lichens and moss make it difficult to tell. No one has left an offering here for many many years and the god has long been forgotten.
- Ancient Temple - Ruins of an ancient temple stand on the edge of a seaside cliff. The old building is abandoned now, though evidence of recent campfires sit in the depths.
- Salt Lake - A deep salt water lake. Very few fish inhabit the waters due to the high salinity.
- Watch Towers - Tall, ancient watchtowers are scattered throughout the region. Only a few of them are still manned, but they stand as a reminder of an old war gone by.
- Quarry - A quarry stands here, an ugly scab on the earth’s surface. It’s very deep and workers crawl like ants along its walls. Camps around the steep edges send smoke into the air. * Possible Combat *
- Forest of Cats - This old forest is known for its thousands upon thousands of feral cats. Many consider this forest to be sacred, and maybe it holds true, as there is no mist here. * Possible Combat *
- Onion Grass - A field of tall fragrant onion grass pokes up out of the soil.
Natural Disasters
- Tsunami
- Flood
- Earthquake
- Blizzard
- Avalanche
- Hurricane
- Hailstorm
- Tornado
- Volcanic Eruption
- Drought
- Heat Wave
- Wildfire
Severity of natural disaster
- Low
- Moderate
- Severe
- Apocalyptic
Starting Plot Events
Plot events are predetermined events that the DM can drop on the party during an appropriate time and manner and in an appropriate situation. For example, a request to deliver a magic item component somewhere in Neo Bakersfield isn’t going to come from someone deep in the wilderness who has never heard of your city. However, an official in your city may request this of you.
The Introduction (1)
- “Neo Bakersfield is the Last City. We lived in a Golden Age, filled with wonders we can only dream of. Flying vehicles, metal servants who tended to our every need, food that appeared out of thin air. And then the Mist took it all, even our memories, destroying our civilization and everything we had. We had to re-learn it all from the fragmentary knowledge of the few remaining physical books. It was difficult at first, and many lives were lost, because the Mist also brought monsters, beasts, disease and starvation. But it also brought magic, and that made it easier. We can now push the Mist away with our Ritual Barriers and we can even protect our people outside those barriers with our spells for a limited amount of time. There may come a day when we won’t have to worry about being taken by beasts in the night, and yes that does still happen. We work for a new world where we can live in peace with the world and regain our past glory.”
- The minimum level to run this encounter is 1st level.
- “You’re a brand new mercenary company recruited from various places around town. Introduce yourselves and whether you have a relationship with the other people here.”
- “You’ve received your first job, a request to go beyond the ritual barrier to retrieve what appears to be an artifact that contains cantrips for various spell-casting classes. No one knows where these artifacts come from, just that they were found soon after the Mist closed in on the land. It is recommended that you take at least one spell-caster with you in order to cast Resist Corruption so you can foray for more than 24 hours. This site is in some ruins south of here and it will take you two days to reach it.”
- Discuss what other preparations the party wants to make or other tasks or activities they might want to do before heading out.
- DM note: roll one encounter per hex with at least one - two combat encounters during the journey, and role-play opportunities for the others. Describe the terrain they pass through and have them mark it on the physical hex map with a water-based marker. For these encounters, use a wilderness map and one of the level one random encounters.
- The site is a ruin with very few buildings standing and is shrouded in the Mist. Use the broken down city illustrations for this site.
- DM note: use one of the ruins or dungeon maps from one of the Big Book of Battle mats, and use a series of level one encounters for each section of the map likely to have a beast in it.
- Role playing / negotiation encounter: Hidden in a tunnel going underground is a man hiding in a room that contains a very small ritual barrier, only large enough to enclose the room. He can only come out for short forays and doesn’t have the room to expand his holdings. He’s in a permanent hunter-gatherer state. When the party finds him, he’s very defensive, but can be willing to talk if the party makes a Persuasion roll versus a DC of 11. Use the Tribal Warrior statistics.
- Role playing / skill / crafting encounter: the Tribal Warrior’s hiding place is kept safe from the Mist by a piece of condensed miasma that’s been magically modified to do so, and lasts practically forever. Perhaps this method can be duplicated by taking the object and reverse engineering it back at the city.
- Role playing / combat encounter: On the way back to the city, if the PCs decide to take the condensed miasma with them, they’ll be approached by a party of Withered Cannibals who want it for themselves. These Withered Cannibals are led by Vex Karlen, who isn’t there at the moment, but is directing them to find it. The party will need to negotiate.
The Find (3)
- “A group of humanoids were found that had been recently touched by the Mist and died because of it. They are not from the city and have evidence on them that they are from a place called ‘Potemkin Village’. They are dressed as farmers and craftsmen, but carry a few weapons. They also have a map on them giving vague directions back to that village.”
- The minimum level to run this mission is 3rd level.
- The city government wants a mercenary group to find that village and seek them out for help and to recruit them.
- The city government does not tell the PCs that they want them to find people because they do not have enough people to guard the ritual barriers and that they cannot expand the city borders. They are also falling under increasing numbers of attacks from monsters and will need a bigger military, but cannot afford to slow down food production.
- Potemkin Village is located somewhere to the east near a large body of water that’s bigger than a single hex.
- Use the travel tables to generate encounters on the way to the village.
- The PCs will need to use survival and intelligence checks to figure out where the village might be.
- It will take anywhere from 2-3 days to find the village.
- When they reach the village, they’ll find that it is a single hex, with farming in the hex itself, as well as all of the industries and crafting. There is a wall around the village, which is not unusual in itself. There is a guard post on the gate, and the guard will let the party in. The guard’s disposition is a sneer and he treats the party in an unwelcome manner. He also treats the other village folk in a bullying way, while the other village folk cower and cringe.
- The leader of the town is a man named John Vyx Denver, a person of some magical power.
- When they ask to see the leader, he’ll actually come out to see them, and when he does, all of the townsfolk that he can possibly see will suddenly brighten up and look happy. When he’s not around, he looks morose.
- There is a situation with one villager who does not look sufficiently happy and John will order him to be taken away to be happily adjusted, and after that, he’ll be happy again. The villager begs and begs and says he’ll do better, but is taken away anyways.
- John will demonstrate his power by casting Lightning Bolt.
- John greets the PCs and asks what they want. When they ask him about recruitment or possibly being an ally, he is outwardly in favor, but an Insight check of a DC 13 will reveal that he’s hiding something.
- If the PCs go around town to talk to the people in the taverns, in the residences, in the farms, they’ll quickly find out how much of a tyrant that John is. He is an absolute tyrant and the guards help him in that manner.
- If anyone is asked about the people that the PCs’ city found, they’ll be confirmed as ones who escaped the village and their protection ran out.
- What will the party do?
- John does want to ally, but he wants no one to have a say in the way he controls the village.
- John will also eventually betray the city and has plans to do so.
- The village’s servants will have heard of the plan to betray the PCs’ city.
- The plan to betray the city is to basically infiltrate the military with his own guards and assassinate the city’s leadership, and then take over in the chaos as the only exiting leader.
- Lots of possible paths at this point.
- If combat ensues, pick a level appropriate boss encounter with John Denver if they decide to go head to head with him.
- The party does not have to go head to head with him. Lots of other actions are possible.
The Scout (2)
- “There are reports of a being in a strange plate armor, plate armor that can shoot projectiles that go so fast, no one can see them, as well as a sword that glows and is able to cut anything, including hardened steel.”
- This plot event’s minimum level is 2.
- The city government would like a mercenary company to investigate this anomaly. The armored being has been seen east of the city, and the city can tell the PCs which hexes the being has been seen in. There are specifically 3 hexes where he’s been seen, all of them 3 days away. It may be possible to triangulate this being’s permanent location by visiting the three hexes.
- There are several goals: see if he can help the city out in some way, see if he’s a threat to the city, if he is a serious threat, eliminate him.
- The armored being is Tar Grolien and he is lost and far from home. He is not actually evil, but has had to do a lot of evil things to survive. He rules over a tribe of infected goblins through violence, fear and intimidation.
- Each hex contains something different and they point to a different direction that eventually triangulates to a 4th hex that contains Tar’s current dwelling.
- All of the hexes will be of the terrain type indicated by the map.
- The first hex the PCs investigate has music playing in it that can be heard in the entire hex, but at equal volumes everywhere, never growing louder or quieter. The hex is also devoid of all animal life, but there is plenty of lush, healthy greenery here. If any of them investigate the greenery, with an Investigation roll beating a DC of 15, they’ll notice that the plants start to grow back.
- If the PCs search the first hex, they’ll discover a monolith in the exact middle, and if they approach, the music grows quieter until it is completely silent 10 feet from the monolith. When they get there, anyone with a passive perception of 13 or above will see that there is a set of footprints that come from a very heavy person, easily hundreds of pounds along with a bunch of much smaller, lighter footprints.
- The monolith is far too heavy to be carried or even chipped away. But it can be damaged. However, this place is not without its guardians. A few minutes after the party approaches the monolith, an awakened tree attacks them. If they party leaves the monolith, the awakened tree doesn’t pursue them and becomes a normal tree again.
- The second hex the PCs investigate is one filled with lights coming down from the sky, separated by a distance of anywhere from 10 feet to a hundred feet. The PCs will notice this right away: whenever they step into a beam of light, the beam disappears and in its place is a sad translucent human. It looks at the party and starts to tell its sad story about how it died and how it lived. It eventually stops after a few minutes and fades away. A PC can stop the ghost by hitting the image before it stops speaking. The lights are coming from a tall building, easily hundreds of feet high, with a squat base and a tall skinny tower.
- A potential use of this place is for historians to study the ghosts and figure out any details of the past and glean technological secrets.
- As with the first hex, this building is not invulnerable, but it is not guarded by something. Instead, there are traps that are activated when the PCs try to leave.
- If a PC uses Survival with a DC of 13 to figure out where the armored being and his followers went, they can see a path out of the hex, lined with the dead bodies of infected goblins. Figuring this out will give them advantage on the saves on the trap checks as well as finding the traps themselves. This will drop the number of the tracks they have to go through to 3 versus 6.
- The traps are a variety of pit traps, hidden tripwires that activate spikes, swinging blades, arrows, and others. The DCs are all the same: Dexterity save vs DC 13, doing 1d6 of piercing, slashing or bludgeoning damage.
- On the building itself is a set of controls, hidden behind a false panel. The false panel can be noticed with a Passive Perception of 13 or above, and the controls can be manipulated with an Investigation DC of 15 or above. Failing once will lock the controls. Or the PCs can just destroy the controls and that will deactivate all the traps, but that will also deactivate all of the ghosts and the lights turn off.
- The third hex the PCs investigate is one that has picnic tables set about everywhere. When a PC sits on a table, food appears on the table. The food apparently is very good, but upon eating it, the PC has to make a DC 13 Constitution save. Upon failure, the effects don’t happen immediately, but only when the PC attempts to leave the table. When the PC attempts to leave the table, they have to make a Constitution save of DC 13. Upon a failure, they fail to leave the table and continue eating, gaining a level of exhaustion. They can save again in one minute with the same DC. Another PC can attempt to force them off of the table, but the strength check is made at disadvantage as the alien artifact in the middle gives them extraordinary strength. Two people or more people can try the check with no disadvantage.
- With a passive perception of 13 or above, a PC can notice that there are infected goblins with full bellies and are dead, their faces contorted in pain and horror.’
- With a passive perception of 13 or more, a PC can notice that there are goblinoid and extremely heavy footprints leading to the middle of the hex.
- In the middle of the hex is an alien construct of twisting lines and unearthly geometries that are simply impossible in this dimension. There is an intense aura of Mist around this object that emanates from it and dissipates into the atmosphere. Attempting to come closer means that the PC begins to experience the first stages of Mist corruption, overcoming their Resist Corruption protection spell. Make a Constitution save of DC 15. Failing this save means the PC immediately has disadvantage of Wisdom checks. In an hour if the PC continues to stay in the aura, the second stage of Mist Corruption happens and another Constitution save of DC 20 happens.
- When the PC steps out of the aura, they regain their Resist Corruption spell protection, but still retain the first level of mist-touched condition.
- The picnic tables are not invulnerable and they can be destroyed, however the alien artifact in the area cannot. It will eventually re-create the picnic tables over time, about 3 days.
- With a passive perception of 13 or more, the PCs can see that there is a trail of small goblinoid feet and very heavy footprints leading out of the hex.
- The final hex is in a clearing with some huts in it. There is the chatter of Infected goblins, a fire, and a hut larger than the rest. Upon being discovered, the Infected goblinoids rush to the large hut. Out comes the armored figure, Tar Grolien.
- If the party is not outwardly hostile, Tar looks at them in wonder from behind the faceplate of the power armor, and he asks them what they’re doing here.
- Tar wants to go home, but there’s no way he can do that now, as he is hopelessly lost. He would like to hear the PCs’ offer.
- Tar doesn’t trust anyone after a year of hostility and betrayal by various forces, and he’s only survived by his wit and force of arms. He listens to the PCs’ offer and asks to talk to their female members. If there are no female party members, he refuses to talk to them until they bring back someone to talk to him.
- What does the party do? Do they trudge back to town and bring back a female negotiator, risking their lives again walking through the Mist? Or do they take down the threat that Tar represents?
- If they do decide to take down Tar Grolien, run an appropriate level encounter with him in it of 3rd level or above (depending on the party’s level)
The Priestess (2)
- While traveling in the Mist, the party can get itself into trouble and may find itself injured. It is after one such battle that Vex Karlen approaches the party and offers her help.
- This encounter should be run at 2nd level and above.
- Vex introduces herself as Beth Tasjian, a priestess of the light domain.
- With a History roll of DC 10 or above, a party member can know that Beth Tasjian disappeared under suspicious circumstances, with another member of the clergy being blamed for her disappearance, but with no proof emerging, that member was never punished.
- If someone mentions the incident, Vex’s eyes flash and for a moment, her face contorts into one of raw fury and killing intent. A red aura emerges from her and everyone in a 30’ radius must make a Charisma save or experience 1 level of Dread. Those who fail also have their Resist Corruption protection extended by another 24 hours.
- After a few seconds, the red glow aura fades, and the level of Dread also fades after 20 minutes.
- If the party decides to attack her at this point, run the boss encounter for Vex Karlen and her entourage for the appropriate level.
- If the party decides they want to help her, she tells her story.
- A long time ago, Beth was a young cleric in the light domain order of their city, beautiful, grand in ability, pious and honorable to a fault. However, her beauty attracted one of husbands of a higher ranking cleric, Shea Knowles, and she arranged an ambush to happen to Beth's party while they were repairing and powering up a ritual barrier. However, Beth survived and wandered the Mist for days, eventually becoming deranged and insane, but still full of power and rage. Lost and alone, Beth did what she had to do to survive, doing many evil things and excusing all of them in her mind. Now known as Vex Karlen, the Witch of the Wild, she haunts the countryside, devouring anyone who gets in her way.
- Among Vex’s many sins are cannibalism, slavery and murder. What does the party want to do with her? Left alone, she could be a danger to future patrols and to the party itself. But can she be rehabilitated?
- Vex’s goals include vengeance and justice for her betrayal. If the party can promise her that she would get both, she’ll agree to come with them back to town. If she doesn’t believe they can give her what she wants, she will fight them. Have the party member who wants to convince her of this and if they give a convincing speech, have them roll a Persuasion at advantage and a +3 with a DC of 14.
- On a success, she goes with the party. On a failure, she attempts to leave. Will the party attempt to stop her?
- If the party attempts to stop her, run her combat with the appropriate difficulty.
The Boneyard (1-2)
- Some of the exploration teams have returned with clues that indicate there is a spell cache in an area 3 hexes away from Neo Bakersfield. Things like peculiar lights in the area, patches of land that have no Mist at all, and music from their childhoods have been heard nearby.
- Roll encounters for the hexes in between the city and the target hex. They’ll need to take more than 1 day to get there.
- When the party gets to the target hex, the first map they’ll need to traverse is an above ground ruins. Use a ruins or partial town map from the Big Book of Maps and a level 1 or level 2 skeletal striker combat encounter. Give one of the minor individual rewards.
- There is a way underground, an iron door that will take an Athletics check of 11 or a Pick Locks check of 11 the open. If the Pick Lock doesn’t work the first time, the attempt breaks the lock (the lock is very worn) and it will need to be bashed open with an Athletics check. If the Athletics check doesn’t work the first time, the door is bashed open, but is now difficult terrain unless they take time to clear the doorway.
- Clearing the doorway takes time and makes a lot of noise. Roll up a mist wolf encounter, level 1-2 depending on party level. No rewards.
- Use a ruins map for the second room underground from the Big Book of Dungeons. There are three encounters here, one a role playing encounter, one a trap, and one with monsters.
- The RP encounter is also a trap, with a monster that has disguised itself as a small child and is luring the PCs to get closer. A group of shadows (2) (unmodified) emerge from the wall if the PCs fall for it. A Passive Perception of 14 or above or someone who is suspicious can roll a Perception check of DC 14 will notice that something’s amiss about the child.
- There is an arrow trap in one of the tunnels. Dexterity save DC 13, or take 1d8+3 piercing damage.
- In one of the rooms, if the PCs attempt to take a rest underground, inside the dungeon, a level 1-2 skeletal striker+skeletal screamer group attacks the party.
- Pick one of the hoard rewards as well as a spell cache reward.
- There is a clue here about the fate of the world and about the world before the Mist. A plaque here depicting an angelic creature weeping before a diorama of a destroyed city, its towers bent. Anyone who looks at the plaque makes a Charisma save DC 13 and takes 1 Dread, but then sees a vision of Metropolis. The vision appears even if they make the save. The Dread fades after 1 minute.
- “You see a vision of massive skyscrapers in the distance, a filthy city with rotting towers and crumbling edifices. There are things flying around the skyscrapers and suddenly you are one of them. You dive down to an endless number of staircases, 666 stairs plunging into a basement to watch a man filled with guilt being ridden by a legion of demons. Suddenly, everything shakes and the buildings crumble and fall, and the vision fades.”.
Invasion (1)
- Sometimes a creature from outside of town will manage to slip the patrols and make their way to the towns, where there are only a few military units. This is one of those times. The party is sitting in a tavern resting and taking in an ale or three, and there is a tremendous crash heard outside. Outside is a pale blue wolf with blue tendrils and it is wrecking the area.
- This is a 1st level quest / encounter.
- Three people have been cornered by the faded wolf and they are cowering. The faded wolf looks hungry.
- Two other faded wolves are breaking into shops across the street.
- How does the party deal with this?
- Once the party finishes dealing with the situation, an hour or two later, two very loud howls are heard to the north, and they hear news of a large flying something to the east. The loud howls are near a grain elevator that holds several months worth of food. To the east are some farms, but the flying animal hasn’t set down yet. What would the party like to do about this?
- If the party goes after the loud howls, they’ll find two wolven howlers trying to barge their way into some grain elevators. Grain elevators are sometimes susceptible to explosions from the fine grain that’s been ground and a spark can result in an explosion.
- How does the party deal with the wolven howlers?
- If the party goes after the large flying thing in the east, they’ll find it aimlessly flying about, and if someone makes a Nature check with a DC of 11, they’ll find that it’s looking for meat. There are some pastures with cows and other animals in them a few miles away, and if they’re left alone to prey on them, that’s just more food that the city has lost. How would the party deal with this threat?
- Several people say they have seen lights up at the most eastern and oldest mine the last few nights. The owner is paying someone to investigate as it is spooking many of his workers and he’s getting less work done.
- The lights are will o’ wisps luring people to a nearby bog, where a pack of feral wolves are waiting.
- Level 1: 3x wolves
- Level 2: 6x wolves
- Level 3: 8x wolves
- Level 4: 11x wolves
- The shopkeeper at the general store said that old Riston didn’t come into the shop for supplies for a week. Usually he shows up, but now he’s missing.
- Riston’s home has been broken into and everything is thrashed and ruined as if by some wild animal. There's blood on the floor and tracks out the door.
- When the PCs follow the tracks, it leads to the woods and a Dire Wolf’s den. It attacks immediately.
- There are stories of a giant red wolf attacking merchants and anyone walking around at night in secluded parts of town.
- The ‘red wolf’ is actually a trained Giant Spider and a male human that’s directing it to make attacks on unsuspecting people.
- That crazy old wizard, Cilivren, is offering 500 gold pieces for a book that’s been found in a cache of material found in the Mist 3 hexes away from the city. The military does not have enough men or time to go after it, but Cilivren believes it has historical importance.
- The site is 3 hexes away to the north and guarded by Infected Shamblers. Generate an encounter using the appropriate level with Infected Shamblers. Generate treasure for a 2nd level party.
- Some children discovered an opening in the old stone mound down near the creek. It appears to lead underground for quite a distance. The tunnel leads to a bunch of caves that appear to have miasma leaking into it, but at a greatly reduced rate. Exposure to the Mist requires twice the amount of time (8 hours) before the first effect.
- Use a cave map.
- Run encounters using plague rats, red tailed rats, corrupted rat swarms, and a corrupted rat mind-spiker.
- Generate treasure for a 2nd level party.
- A merchant would like the party to collect mist wolf bodies for her. She is paying 50 gold per body. When the party goes out to look for mist wolves, run an encounter for faded wolves, then wolven howlers, then wolven fliers. She pays out a maximum of 500 gold total.
- A merchant has lost a gathering party and their bodyguards in the Mist. They were only supposed to be out for less than half a day and have not returned. He fears for their safety.
- The gathering party were ambushed and killed by Withered Cannibals and their guards scattered in the Mist, getting lost and giving in to Dread and insanity.
- Their last seen location has a lot of blood, broken equipment and tracks of bodies being dragged away. With a DC 12 Survival check, those tracks can be followed.
- The tracks lead to the lair of Withered Cannibals. Generate an appropriate leveled encounter.
- The merchant is sad but pays 300gp.
- A wizard posts a job to search a forest in the Mist for a certain kind of moss that grows in liquified miasma.
- The site is 1 hex away, only a half day trip and is easy to find, no check needed.
- Generate 1 hex encounter.
- The moss is there, but it is surrounded by unstable ground, which engulfs anyone trying to get close. Make a Dex save DC 13 or get trapped in quicksand. Anyone with a passive perception of 13 or greater will see the quicksand and not have to make a Dex save.
- Once people fall into the quicksand or see it, Infected Gnolls come out of the woodwork to attack. Construct an appropriate Infected Gnoll encounter from the tables.
- The moss can be collected and the wizard will pay 400gp.
- There are stories from children about a house made of candy. There are also coincidentally rumors of children having gone missing after investigating said house of candy. There are some worried parents who are willing to pay to go investigate.
- After investigating several rumored sites, there is a site that is one hex into the Mist where an evil mage has constructed an illusion of a candy house and has lured children there in order to experiment on them with Miasma.
- The evil mage tries to deny it, but it is easy to see that he’s lying.
- Once the jig is up, he tries to attack the party.
- The parents will pay 400gp when they find out the final fate of the one responsible. They now have closure.
- A herbalist is on the search for special seeds that have been seen to grow in the Mist. She is willing to pay 500gp to collect them for her.
- The site is easy to find, no check needed. However, they are being guarded by Podlings.
- Level 1: 2x Podling
- Level 2: 3x Podling
- Level 3: 5x Podling
- Level 4: 7x Podling
- The Podlings are found in Van Richten’s Guide to Ravenloft, pg 227
Other Places, Other People (1)
- One of your directives is to find evidence of people who survived the apocalyptic event that formed your current society.
- Explorer hexes not reached by current and past forces
- Directions are somewhere east to southeast
- March 3-8 unexplored hexes
- Use Mist random encounters levels 1-2
- Use hex-terrain specific encounters levels 1-2
- Among a treasure cache is a mention of a people (Atlanteans) with no knowledge of magic, but have amazing tools, weapons, samples of non-working tools/weapons (no more power), some directions to a hex for their last location.
- Journey to that location is a few more hexes to find an abandoned city.
- May search and find an underground complex
- Use 1-3 appropriately leveled encounters
- Find evidence of a being called Malkuth
- Show the artifact of Malkuth
- Encounter small patrol of Atlanteans w/basic small arms weaponry and dying of Mist exposure
- Nature of the the Artifact of Malkuth
- When attuned by any user of magic, it will banish a hex of Mist
- Has a link to all the “good” religions - acts as a holy symbol for all of them - ie the gods Taarna, Derien, Harkonn
- Has text and scripture from all of the “good” religions - ie the gods Taarna, Derien, Harkonn
Weapons of Medium Destruction (2)
- Directions to find advanced technologies. The goal is to find something better than what they have now, whether that’s weaponry, techniques to help them farm, advanced medicines, etc.
- Weapons or tools of better manufacturer and quality
- Weapons that can do more damage
- Weapons that have a higher rate of fire
- There are rumors of creatures that have adapted to the Mist using advanced weaponry in the west [ weapons are wielded by one squad of the Ork nations of the Mist ].
- Orks are warlike and nominally hostile and cautious
- Party will need to be parlay carefully with any of the Orks they encounter
- The particular Ork raiders they need to find (the Horo-sha clan) will need to be tracked
- May meet other clans that do not have advanced weapons
- May also find different Ork tribes
- Only one squad has the advanced weapons - in exchange for providing a mercenary force to conquer a few hexes.
- Hired by an unknown faction (could be Ascendant Hegemony or Atlantis)
- No way to know which one they might be or where they might have gone
Revelations of Malkuth (3)
- GM Note: the purpose of this encounter/adventure is to introduce players to Malkuth and part of the nature of the Mist.
- Some people who can wield divine power from the “good” religions (Taarna, Derien, Harkonn) have started hearing the same visions and the same exact scripture.
- Some of the scriptures allude to locations in theMist to reveal the secrets and mysteries of their past and clues to their future.
- There are three locations mentioned in the scripture: one in the east, one to the south and one west.
- Each location is 3-8 hexes from Neo Bakersfield. Travel is faster in hexes already explored, but can still have encounters. Unexplored hexes have more encounters.
- Eastern Location: contains a 1st and 2nd level spellcache and the phrase “Madness is the Mist'' alluding to the crazed AI. There’s also an artifact here that will banish the Mist in one hex using a one hour ritual instead of 8 hours as with the Banish Mist spell.
- The documentation with the artifact indicate that it is a “Psychoanalysis Broadcaster”. There is a hint that if this device is combined with the two others, the effects could be even more powerful.
- Southern Location: contains scientific knowledge and engineering diagrams, specifically metallurgic knowledge and formulas, the formula for gunpowder and engineering plans for building a basic firearm.
- There’s also an artifact here that generates heat, electrical energy, and radiation depending on the incantation used.
- The phrase used here is “The Seven Are Three” which alludes to the seven major religions only really reaching out to the three surviving AI.
- Western Location: contains specific locations of metallic mines, rare earths, and for radioactive materials.
- There is also scientific knowledge of how to extract the materials safely, how to process them and how to refine them.
- The artifact here is a pod that will fit a medium creature inside it that will cure radiation sickness/poisoning, and will cure mutations.
- The phrase here is “The Destiny of Mortals is to arise as gods.”
Call of the Horde (4)
- Neo Bakersfield city council has been talking to Ork Nation citizens and think they want to open formal negotiations with their leaders for an allowance.
- Ork Nations have met in the largest village to decide what to do about Neo Bakersfield, and have come under assault by a variety of forces and are now under siege.
- Village is 3-8 days march from Neo Bakersfield.
- Monster patrols in each hex are almost guaranteed along the way unless the party has a way to hide all members or at least half of them can make a stealth roll of DC 14 in every hex they traverse. And even then, they may stumble upon an encounter.
- There are enemies stalking and following the party. They might want to hide their tracks so they’re not attacked at night.
- When they get to the village, it is surrounded and encircled by undead. There are too many to defeat them all, and even Neo Bakersfield’s field forces would be overcome by them.
- Plan: infiltrate the village and use the Banish Mist spell via a mage that Neo Bakersfield has sent with the party.
- Place the combined artifacts of Malkuth in the center of the village and activate it, driving the undead army back.
- How to get in? There’s a maze-like dungeon from an opening in a hillside that leads to a cave inside the village.
- Dungeon contains traps and monsters. DCs for traps should be 13 to detect and to disarm.
Finding Atlantis (5)
- Neo Bakersfield has gathered enough information to get started on a mission to find Atlantis.
- There is a trail of chemical markers that can be recognized with a testing kit that explorers can follow.
- Normal Mist encounters can happen in the hexes that PCs are in - generate medium danger encounters for level 5.
- Agents of the Ascendant Hegemony are tracking the PCs and seek to stop them from finding Atlantis.
- PCs can detect them following with passive perceptions of DC 15 or above or active perceptions of DC 15.
- What will the PCs do about those following and stalking them? Do they even known?
- PCs can encounter the following:
- Remains of a camp by unknown factions.
- Gunfire in the distance.
- Explosions in the distance.
- Occasional dead monster bodies riddled with bullet holes.
- Occasional dead monster bodies killed by blades.
- A man in a green and gray uniform with the insignia of Atlantis, dead of magical fire.
- A man dressed in an all black uniform wearing a skull insignia dead of blade and stab wounds.
- The chemical trail will wander all over the map.
- Eventually, the PCs will be ambushed by a Hegemon patrol.
- Near the end, the PCs come to the end of the trail, a camp of Atlantean soldiers besieged by soldiers dressed in black (Hegemony).
- How will they break the siege?
- 9 gp, a boiled egg, a letter of correspondence
- 18 gp, a flask of wine, a small iron ingot, bent nails
- 11 gp, a contract for services, a small hammer and chisel (2 gp)
- 18 gp, a broken key, a list of local taverns, an invitation
- 8 gp, a document of identification, a pouch of medicinal herbs, some mouldy bread
- 9 gp, a traveller's journal, a two-headed copper coin, an Explosive Rune
- 13 gp, a sausage, a two-headed copper coin, some lacy undergarments
- 10 gp, a crystallized flame, a wooden comb
- 7 gp, a document of identification, a pouch of spices, a salted fish
- 11 gp, a flask of oil (1 sp), a flask of salt water, a tin spoon
- 17 sp, a blood-stained map of the Black Halls of Fleca the Infernal, a drafting compass (1 gp), a small ingot of electrum
- 17 cp, a small lodestone, a smoking pipe
- 13 gp, a sausage, a signal whistle (5 cp)
- 13 cp, a compass (10 gp), a turnip, the deed to a small property
- 13 sp, a pouch of pixie dust, dried meat
- 10 gp, a pair of gloves stained with blood, a vial of perfume (5 gp), an empty vial
- 9 sp, a drafting compass (1 gp), some chestnuts, some hardtack
- 12 gp, a sausage, a set of dice (1 sp), a wooden comb
- 11 gp, a metal whistle, a pouch of spices
- 10 gp, a pair of dice, feathers
- 5 gp, a brass bell (1 gp), a compass (10 gp), some lacy undergarments
- 14 gp, a preserved basilisk eye, an empty vial (1 gp)
- 7 gp, a holy amulet (5 gp), a pair of tarot cards (King of Wands and Knight of Coins), a turnip
- 10 gp, a broken key, a pouch of glass marbles, a turnip
- 13 ep, a flask of oil (1 sp), a herbal poultice
- 11 cp, a bottle cork, some stale bread
- 6 pp, a dead mouse, a lock (10 gp), a mysterious clockwork device
- 14 sp, a flask of wine, an invitation, some hardtack
- 9 sp, a small steel mirror (5 gp), a spool of thread, some knotted twine
- 12 sp, a pouch of salt, a wedge of cheese, an electrum key
- 17 cp, a pouch of seeds, a vial of blood, a vial of lightning
- 8 gp, a small meteorite, spectacles (100 gp)
- 3 pp, a boiled egg, some hardtack
- 18 sp, dried meat, some stale bread, written directions to the Pit of the Goblin King
- 9 sp, a blob of wax, an empty flask (2 cp), fragments of a shattered sword
- 2 pp, a tin spoon, an ivory game piece, some hardtack
- 16 cp, a page torn from a spellbook, an iron spike (1 sp)
- 15 cp, an empty vial, an invitation
- 18 sp, a deck of tarot cards, a pouch of salt, a tinderbox (5 sp)
- 8 gp, a tattered map of the Pit of Fiendish Ages, ten candles in a small pouch (1 sp)
- 19 cp, a map of a nearby castle, a wooden comb, seashells
- 9 sp, a list of local taverns, a list of people
- 18 sp, a pouch of medicinal herbs, a shopping list, a traveller's journal
- 15 cp, a handkerchief, a pair of dice engraved with runes, an apple
- 11 gp, a pouch of spices, a tinderbox (5 sp), three unusual coins
- 21 cp, a trilobite fossil, an empty flask (2 cp), several clockwork gears
- 23 cp, a contract for services, a small ingot of electrum
- 14 sp, a preserved basilisk eye, a two-headed copper coin, dried meat
- 11 cp, a patch of rabbit fur, a sling and 10 bullets (1 sp, 2 cp), five iron nails
- 11 ep, a pouch of seeds, some mouldy bread
- 14 sp, a dragon's tooth, some hardtack
- 3 pp, a pendant of stained glass, a turnip, a vial of perfume (5 gp)
- 4 gp, a holy amulet (5 gp), a pair of gloves stained with blood, a shark's tooth
- 19 cp, a list of people, a salted fish
- 11 gp, a dragon's tooth, a fish skull
- 14 gp, an ominous warning, dried berries
- 20 cp, a smoking pipe, some chestnuts, some scraps of bad poetry
- 12 cp, a flask of oil (1 sp), an invitation
- 2100 cp, 1400 sp, 60 gp, azurite (10 gp), 2 x blue quartz (10 gp), hematite (10 gp), lapis lazuli (10 gp), malachite (10 gp), 2 x obsidian (10 gp), a lute (35 gp, 2 lb), a satchel of twenty darts (1 gp, 5 lb), two gallon casks of wine (1 gp, 36 lb), two pounds of wax (1 gp, 2 lb)
- 2100 cp, 900 sp, 70 gp, azurite (10 gp), eye agate (10 gp), hematite (10 gp), Alchemy Jug (uncommon, dmg 150), Keoghtom's Ointment (uncommon, dmg 179), two wheels of cheese (32 gp, 160 lb), a pair of gauntlets (4 gp, 2 lb)
- 2700 cp, 1100 sp, 40 gp, 5 x diamond (50 gp), carnelian (50 gp), moonstone (50 gp), sardonyx (50 gp), Dust of Sneezing and Choking (uncommon, dmg 166), Goggles of Night (uncommon, dmg 172), Potion of Growth (uncommon, dmg 187), three leather armors in a chest (35 gp, 55 lb), two gallon casks of perry (1 gp, 36 lb), two pounds of sausage (1 gp, 2 lb)
- 1300 cp, 1300 sp, 70 gp, 7 x diamond (50 gp), star rose quartz (50 gp), Ring of X-ray Vision (rare, dmg 193), a flask of silver dust (25 gp, 5 lb), an empty chest (5 gp, 25 lb)
- 2100 cp, 1600 sp, 70 gp, 3 x diamond (50 gp), chrysoprase (50 gp), moonstone (50 gp), quartz (50 gp), 2 x sardonyx (50 gp), Potion of Healing (common, dmg 187), a collection of three knight's shields (30 gp, 18 lb), a backpack (2 gp, 2 lb)
- 1600 cp, 1800 sp, 80 gp, a brass plate inlaid with a filigree of silver (25 gp), a cloth robe trimmed with fur (25 gp), a copper circlet etched with thorned vines (25 gp), a copper shield brooch set with a single star ruby (25 gp), a fine leather belt sewn with copper (25 gp), Spell Scroll (Shatter) (uncommon, dmg 200), two longswords bound with rope (30 gp, 6 lb), a gallon cask of wax (3 gp, 16 lb)
- 2600 cp, 1300 sp, 50 gp, 3 x diamond (50 gp), carnelian (50 gp), star rose quartz (50 gp), three barrels of cider (36 gp, 960 lb), 50' of soot-blackened rope (1 gp, 10 lb), ten pounds of smelted iron (1 gp, 10 lb)
- 2100 cp, 1400 sp, 60 gp, 2 x banded agate (10 gp), malachite (10 gp), rhodochrosite (10 gp), a barrel of perry (12 gp, 320 lb), a short bookcase (10 gp, 50 lb), a basket of onions (1 gp, 31 lb), a sack of ten clubs (1 gp, 20 lb), two gallon casks of wine (1 gp, 36 lb)
- 2000 cp, 1200 sp, 60 gp, azurite (10 gp), banded agate (10 gp), blue quartz (10 gp), malachite (10 gp), rhodochrosite (10 gp), 2 x tiger eye (10 gp), Spell Scroll (Blade Ward) (common, dmg 200), Spell Scroll (Chromatic Orb) (common, dmg 200), 3 x Potion of Healing (common, dmg 187), a large tent (10 gp, 40 lb), a riding saddle (10 gp, 25 lb), a gallon cask of mead (3 gp, 18 lb)
- 2600 cp, 400 sp, 50 gp, diamond (50 gp), carnelian (50 gp), chalcedony (50 gp), citrine (50 gp), quartz (50 gp), sardonyx (50 gp), star rose quartz (50 gp), zircon (50 gp), Figurine of Wondrous Power (onyx dog) (rare, dmg 169), a 6-foot table (30 gp, 150 lb), 25 sq feet of fishing net (4 gp, 5 lb)
- 2700 cp, 1200 sp, 70 gp, 2 x diamond (50 gp), jasper (50 gp), onyx (50 gp), zircon (50 gp), Quiver of Ehlonna (uncommon, dmg 189), Winged Boots (uncommon, dmg 214), a belt with two handaxes (10 gp, 4 lb), a curule chair (10 gp, 15 lb), a vial of jade dust (10 gp, 1 lb), 100 candles in a wooden box (2 gp, 4 lb), three pelts of common fur (1 gp, 6 lb), two pounds of soap (1 gp, 2 lb)
- 2200 cp, 1500 sp, 40 gp, azurite (10 gp), eye agate (10 gp), hematite (10 gp), lapis lazuli (10 gp), 2 x malachite (10 gp), moss agate (10 gp), obsidian (10 gp), rhodochrosite (10 gp), Spell Scroll (Shield) (common, dmg 200), 50' of silk rope (10 gp, 5 lb), a high-backed chair (10 gp, 30 lb), three pelts of bear fur (9 gp, 120 lb), a barrel of grain (4 gp, 280 lb)
- Alchemist Ring - When the wearer of this ring imbibes a healing potion, they receive an additional 1d6 HP.
- All or Nothing Coin - On a roll you would normally use a d20, flip a coin instead. Heads is a critical success (NAT20), tails is a critical fail (NAT1). Can be used twice per short rest.
- Antigravity Sphere - A small, fist-sized glass ball filled with a silvery smoke. When the sphere is destroyed, it disables the effect of gravity of everything within a 30ft cube for 30 seconds.
- Arcane Trickster’s Glove - Allows a spellcaster who can use Mage Hand to turn the conjured hand invisible. Also allows the conjured hand to perform stealthy actions, such as pickpocketing, sleight of hand, and other acts of remote legerdemain. For these checks, the caster uses their Arcana score.
- Arrow of Celebration - An arrow tipped with an enchanted noisemaker. For 30ft around the impact site, creatures are compelled (WIS vs DC 17) to dance madly. Loud music can be heard 100ft from the impact site.
- Arrow of Displacement - An arrow tipped with a shard of quartz crystal. When it is fired, and the arrow strikes something, the archer is teleported to wherever the arrow landed. The quartz tip breaks after 3 uses and must be replaced.
- Arrow of Yondu - Does not require a bow to use. When the user holds this arrow aloft and whistles, the arrow flies through a target enemy, ignoring AC to do 1d6 piercing damage. The user continues to roll a d20+WIS, and for every consecutive roll above 15, the arrow shoots through another target the same way. On a failure, the arrow returns to the user’s hand and cannot be used again until after a long rest.
- Assassin’s Bracers - This pair of bracers can contain a concealed dagger within each bracer. The wearer can cause the dagger within one, or both, bracers to extend from the bracer. Extending or retracting the daggers requires the use of a Bonus Action from the wearer.
- Bag of Endless Rats - It looks like a Bag of Holding, but it stinks. All that comes out of it when a character tries to use it are 3d20 rats. If it is turned inside out or damaged, it disgorges 5d100 rats and the bag is destroyed.
- Band of the Dryad - A simple wooden band that appears to be entwined by evergreen ivy vines. the top is decorated with a small rose petal, which remains bloomed and perfect until the ring's effect is used. Each day at dawn the petal blooms again. This band has a single charge, which recharges each day at dawn. The power contained within the rose petal may be expended to heal a target the wearer can touch by 2d4+2 hit points. Once used, the rose petal wilts and falls off the ring, and this effect may not be used again until the next dawn.
- Belt of Returning - A finely crafted dark leather belt with three loops, each decorated with a shard of sapphire. The magic of the belt leaves an invisible mark on the surface of the weapons stowed in each loop and invisibly inscribes the name of the item on the sapphire shard. Three one-handed weapons with the thrown property can be 'attuned' to the belt. When a weapon, from the belt, is thrown at an object or creature, hit or miss, the weapon will return to the belt at the end of your turn.
- Blanket of Starlight - A soft, well made blanket that can, once per long rest, emit a soft glow, maintained by concentration. The blanket was crafted by an enchanter after his young son confided he was afraid of the dark to help his son get to sleep.
- Bracelets of Bonding - A set of bracelets that when one is broken the other immediately breaks as well. When one is mended, the other mends itself. Created by a brother who was going off to war, for his younger brother staying home. This was so the older brother would know if things got bad at home. If the bracelet snapped, he promised to come home no matter what.
- Bracers of the Woodland Hunter, Uncommon - Once per long rest, you may cast Hunters Mark as a first level spell without using a spell slot. While wearing these, non-magical difficult terrain does not slow your movement.
- Captured Sunlight - Sun-filled mirror-catch box, it has enough sunlight to fill a room with bright light. Built by a retired adventuring dwarf and filled by passing adventurers. Inflicts 1d4 radiant damage for 120ft every round of combat when placed on the ground, until closed or destroyed.
- Censer of Serenity - An enchanted censer that was made by a daughter for her father, who was suffering from PTSD following the battle that robbed him of his arm. No matter what incense is burned in the censer, it gives advantage on wisdom saving throws.
- Circlet of Mental Fortitude (Requires Attunement) - A copper studded head band that soothes head pain when worn. Made for an elf who suffered from chronic migraines. Grants resistance against psychic damage.
- Circlet of the Planeswalker, Very Rare (Requires Attunement) - While you wear this circlet, you can choose to be considered on your native plane for the effects of banishment and other spells used against you. Whenever you teleport or cross a planar boundary (such as with the Blink spell), you may heal 1d4 Hit Points.
- Cloak of Death - This garment gives you an undead appearance—a skeletal face crusted with desiccated skin, with black holes for eyes. Gives disadvantage to attacks from undead, because undead creatures are confused by your grotesque appearance. Great for looking like a lich without actually being one.
- Cloak of the Nord - A hooded cloak made of various patches of leather that has a belt fastened to the front. It generates heat on the wearer if blown upon by wind. It was made as gift for a lover so that they could travel the mountain ranges without worry of freezing. Gives resistance against Cold damage.
- Cloak of Vigor - A dark red cloak with an extra long flap in the back that will bend and stiffen into a functional chair when the wearer tries to sit down. Made for a wizard that had difficulty walking across town without breaks. Grants the ability to take a short rest in a fraction of the usual time. 1 use a day.
- Collar of Finding - A leather collar with a small metal emblem of a star on it. A matched bracelet with the same emblem. A person wearing the bracelet can make a small light hover 50 feet above the collar. A wife commissioned this collar after her husband, a retired soldier with significant PTSD, lost the dog that he had bonded with.
- Crown of the False King - A tin crown that increases the confidence and self image of those who wear it. Made for a shy human boy who had trouble talking to people. Grants +2 to Charisma.
- Daryl’s Vest of Haste - A black leather vest with wings painted on the back. This vest gives the wearer advantage on Initiative rolls and +2 to Intimidation rolls, plus proficiency with Crossbows.
- Death Elk Head - The severed, decomposed head of a Giant Elk. It’s been reanimated by necromancy and roars ominously when it makes eye contact with another living being. Choose one creature that you can see within 30 feet of you. If the creature can see or hear the Death Elk Head, it must succeed on a Wisdom saving throw (DC 14) or be frightened of you until the end of your next turn. It holds one charge, and must be recharged by dipping it in fresh blood.
- Demogogue’s Tie - A big red necktie that hangs down to the wearer’s crotch. When worn, the tie causes the wearer’s hair to become pale and wispy, and causes their skin to become orange and leathery. The wearer’s INT is reduced by 3 while wearing the tie and they use the word “tremendous” a lot. When the wearer speaks, everyone in earshot must make a DC 15 WIS save, and everyone who fails will believe whatever the tie-wearer has said, no matter how ridiculous.
- Deodorant Soap - A bar of soap that, when used to wash one’s body, eliminates body odor and grants +1 to Stealth and Persuasion. Lasts for 1 day.
- Dog Whistle - When blown, this whistle makes no noise. 1d4 rounds of combat later, a dog appears and does 1 thing:
- Pees on the leg of the user, soaking their clothes, and then runs away. Enemies become disgusted and will avoid the user for 1d6 rounds, only attacking the user if they are attacked.
- Poops on the battlefield and runs away. If anyone steps on the poop, they slip and go prone, and must expend an Action to get back up.
- Serves as an emotional support animal, Inspiring and giving the user +1d6 on their next roll.
- Distracts the nearest enemy by charging at them and barking, giving the whistle-blower Advantage on their next combat roll against that specific enemy.
- Edible Hat - A hat made of edible fibers--probably cornsilk, but possibly hair. Whatever the material, this is a magic hat that gives the consumer 1 usage of Inspiration if they say out loud, "If I'm wrong, I'll eat my hat!" and then eat the hat. Eating the hat takes place over 1d4 rounds of combat, during which the character can only use Movement or Dodge actions.
- Ethereal Striders - Boots, Very Rare. As your move action you can instead teleport. In order to teleport, choose how far you want to travel, then do an Arcana check. The DC equals 5+1 for each five feet (1 square) traveled. If you do not succeed on the DC check your teleport fails. Has 3 charges, refills charges every day at dawn.
- Fairy Dragon Coffee - For one round of combat, the drinker’s speed is tripled, they have +5 to AC, they have advantage on Dexterity saving throws, and the character can do 3 Actions. But in the next round, the character takes 1 point of exhaustion.
- Figurine of Wondrous Power: Ruby Chicken - This figurine can become a Large chicken for 24 hours, strong enough to be ridden and carry up to 250 pounds. It has an AC of 10, HP of 22, to-hit of +4, can peck for 1d6 piercing damage. Has the effect of Featherfall.
- Fire Mephit Lantern - A lantern with a tiny Fire Mephit inside. The Mephit can speak. The lantern casts Light out to 100 feet, and cannot be extinguished.
- Flask of the Fist - When a character imbibes the contents of this flask, they gain 1d6 damage to their Unarmed strikes for 3 rounds of combat. Empowered strikes also propel Medium or smaller target backwards 20 feet.
- Fletcher’s Mitt - A green glove that allows the user to avoid or catch a projectile. It gives the wearer a +1 AC against all ranged non-magical attacks. If the wearer completely avoids the attack, the user catches the projectile.
- Focus of the Patron, Uncommon (Requires Attunement by a Warlock) - Whenever you cast your Eldritch Blast against an enemy, roll a d20. On a 20, you regain a warlock spell slot. You gain the 1st level patron ability of a patron you do not serve. Example: Awakened Mind while being a Fey Patron warlock. For the effects granted by this ability, you count as a level one Warlock. This functions as an arcane focus.
- Furby of Recording - This toy looks like a tiny fey animal with big creepy eyes. The Furby can store one spell of any level and cast it automonously a given number of minutes later. Any creature can cast a spell of any level into the Furby by reciting the spell while staring into the Furby’s eyes, and then saying how many minutes later they want the spell to active. If the Furby can't hold the spell, the spell is expended without effect. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. Once the Furby’s spell is expended, it can no longer be used for this purpose, but it will repeat random snippets of dialogue.
- Glove of Magehand - Requires attunement. A magical glove you wear that will immediately conjure a permanent magehand for as long as the glove is worn, which you can use as you'd normally use magehand. You can also punch twice in 1 round of combat for 1d4 bludgeoning damage. The catch is, the conjured magehand can be attacked or damaged, and any injury inflicted on the magehand will also be inflicted to the wearer’s hand.
- Glutton’s Fork - Once a day, this fork will allow the user to eat any non-magical item they can fit in their mouth and regain 2d6 HP. Just tap the fork on the item and it will turn edible.
- Grease Grenade - A fist-sized glass ball that spills 1d20+5 feet of Grease when and where it shatters.
- Hands of the Knight Initiate, Uncommon - Once per long rest you can cast Bless and Bane each once as a first level spell without using a spell slot. Gain 5 points of lay on hands per long rest.
- Haunted Doll - A very creepy-looking doll. When the owner of this doll fails a third death saving throw, the doll will die in place of its owner.
- Helen’s Earring - An earring that telepathically describes whatever is visible in front of the wearer, whether they can see it or not. Made by a child prodigy for their blind mother who worked tirelessly in order to pay for their magical education. Grants 60ft of Blindsight.
- Holethrower - A plain-looking wooden slingshot with an intricately carved handle. Once a day, this slingshot can fire any unmodified projectile and create a 1d20-feet-wide circular hole on any non-magical, non-living object or barrier.
- Horn of Hearing - A copper horn that allows the user have advantage to Perception rolls based on hearing when used. Made for an aging grandmother so that she could hear her grandkids better.
- Jack O’Lantern - A carved pumpkin with a candle inside. Projects light in a 10ft radius and dim light in a 30ft radius. Can be used once to summon the Headless Horseman to fight beside you in one battle, whereupon he takes the lantern and leaves with it. If an ally is beheaded in combat, their head can be replaced with the pumpkin to resurrect them with 1 HP.
- Jar of Bees - A jar of bees. The lid is a screen so they can breathe. If thrown up to 50 feet, it will smash and distract enemies with 1d6 piercing damage for 6 seconds.
- Joshua’s Sandals - A pair of leather sandals that allow the wearer to walk on water.
- Lens of Tracking - A monocle that allows the user to once a day see the footprints of a specific person or creature that has been within the area.
- Les Stroud’s Pocket Guide to Adventuring - Once per day, the owner of this guide may read a section associated with a particular skill to gain Advantage on all rolls relating to that skill for the next 24 hours. The owner may also read the passage out loud to grant one additional party member the same benefit.
- Leviathan Axe - A bearded axe with a mythril blade, inscribed with mystical scrollwork. The handle is made from the arm of a Treant. The axe deals 1d8 + 5 Slashing damage. If thrown, the axe will return to the wielder’s hand in 1d4 rounds unless grabbed and held with Str against a DC 18. On a nat 20 attack roll, it will also deal 1d6 Cold damage.
- Lucky Penny - If a player gets a nat 1 on a Perception check, roll 1d4. On a 4, the character finds a Lucky Penny. The next time they roll a nat 1, they get a reroll and the Lucky Penny becomes a normal copper.
- Mage’s Cravat - A necktie that soothes the throat and allows the wearer to sing / speak for a long time without injuring themselves. Grants resistance against silencing effects.
- Magnetic Charge - A fist-sized metal ball with a button on top. When the button is pressed, the ball will begin to glow and produce a magnetic field that lasts 6 seconds. The field repels any metal objects within 10ft of the ball. Takes 1 day to recharge.
- Masamune’s Instruments - A knife and fork set made from Mithril with small runes embed in the handles. When the fork is inserted into food (non-living material) it allows the knife to cut through it with little to no resistance. Made as a gift from a wife to her husband so that he wouldn’t waste time sawing through her cooking like a log.
- Medallion of the Labyrinth - A medallion that, when focused on, always displays a faint blue line, curving around trees or arching over rocks. It will always show the fastest way home, but not the easiest, a flawed enchantment made by a well-meaning wife for her husband, so that he could always find his way back to her.
- Mimic Coin - When swallowed, this coin will Polymorph the user into a random non-magical item, object, or piece of furniture for 1d4 hours. The item the user turns into will be roughly the same size category as the user themselves. The item cannot be damaged or transported by any means, magical or otherwise. If touched by a living being’s hand or other forelimb, the user transforms back into their original form.
- Misspell Book - Requires attunement. A book of arcane knowledge that allows the user to use a Reaction to change one letter in the attacker’s magic spell and cause a different effect.
- Mirrors of Clever Seeing - A pair of mirrors. One can see through the other as if there were an extradimensional tunnel between the two. Nothing can pass through.
- Monocle of Farsight - A tin monocle that lets the wearer see a great distance. Made by an artificer that could no longer view the beautiful landscape around his home as he aged. Grants advantage to Perception.
- Absorb Elements, Color Spray, Feather Fall, Find Familiar, Fog Cloud, Illusory Script, Jump, Magic Missile, Silent Image
- Flaming Sphere, Invisibility, Maximilian's Earthen Grasp, Mind Spike, Skywrite
- Detect Magic, Grease, Jump, Ray of Sickness
- Darkvision, Enlarge/Reduce, Melf's Acid Arrow, Scorching Ray
- Jump, Mage Armor, Protection from Evil and Good, Silent Image, Snare
- Aganazzar's Scorcher, Levitate, Magic Weapon, Mind Spike
- Absorb Elements, Catapult, Protection from Evil and Good, Ray of Sickness, Tasha's Caustic Brew, Tasha's Hideous Laughter, Unseen Servant
- Crown of Madness, Flaming Sphere, Hold Person
- Absorb Elements, Cause Fear, Ice Knife, Jump, Silent Image, Unseen Servant
- Alter Self, Enlarge/Reduce, Mind Spike
- Animate Dead, Bestow Curse, Hypnotic Pattern, Magic Circle, Sleet Storm
- Absorb Elements, Color Spray, Fog Cloud, Sleep, Snare, Thunderwave
- Earthbind, Enlarge/Reduce, Mind Spike, Shatter
- Flame Arrows, Melf's Minute Meteors
- Feather Fall, Find Familiar, Identify, Jump, Protection from Evil and Good, Snare
- Crown of Madness, Dragon's Breath, Gentle Repose, Nystul's Magic Aura
- Tiny Servant, Wall of Water
- Alarm, Cause Fear, Grease, Illusory Script, Mage Armor, Shield, Tenser's Floating Disk, Thunderwave
- Crown of Madness, Phantasmal Force, Spider Climb, Warding Wind
- Erupting Earth, Tidal Wave
- Burning Hands, Cause Fear, Chromatic Orb, Comprehend Languages, Earth Tremor, False Life, Snare, Witch Bolt
- Flaming Sphere, Locate Object, Mind Spike
- Tongues, Vampiric Touch, Wall of Sand
- Catapult, Charm Person, Earth Tremor, Grease, Protection from Evil and Good, Silent Image
- Spider Climb, Web
- Summon Undead, Tidal Wave
- Burning Hands, Disguise Self, Find Familiar, Ice Knife, Illusory Script, Tasha's Hideous Laughter, Tenser's Floating Disk
- Misty Step, Phantasmal Force, Pyrotechnics
- Animate Dead, Gaseous Form, Melf's Minute Meteors, Phantom Steed, Slow
- Word of Radiance
- Bane, Guiding Bolt
- Toll the Dead
- Ceremony, Create or Destroy Water
- Thaumaturgy
- Detect Poison and Disease, Inflict Wounds
- Mending, Resistance
- Detect Evil and Good, Detect Magic
- Light
- Purify Food and Drink, Sanctuary
- Toll the Dead, Mending
- Bane, Ceremony, Shield of Faith
- Augury
- Resistance, Light
- Detect Magic, Inflict Wounds, Create or Destroy Water
- Prayer of Healing
- Toll the Dead, Mending
- Detect Evil and Good, Protection from Evil and Good
- Zone of Truth
- Thaumaturgy, Toll the Dead
- Purify Food and Drink, Inflict Wounds, Bane
- Continual Flame
- Word of Resistance, Light
- Detect Evil and Good, Guiding Bolt, Inflict Wounds
- Locate Object
- control flames
- animal friendship, earth tremor
- druidcraft
- beast bond, longstrider
- frostbite
- detect poison and disease
- gust
- purify food and drink, speak with animals
- infestation
- fog cloud, ice knife
- magic stone
- earth tremor, entangle
- mold earth
- snare, longstrider
- thunderclap, thorn whip
- animal friendship, earth tremor, jump
- air bubble
- primal savagery, resistance
- detect poison and disease, purify food and drink, speak with animals
- animal messenger
- shape water, frostbite
- beast bond, entangle, jump
- beast sense
- frostbite, druidcraft
- speak with animals, jump, beast bond
- Darkvision
- druidcraft, resistance
- fog cloud, ice knife, earth tremor
- dust devil
- frostbite, infestation
- longstrider, animal friendship, ice knife
- enhance ability
- shape water, poison spray
- create or destroy water, ice knife, purify food and drink
- find traps
- Approximately 550; primarily human, some elf and half-elf.
- Potemkin Village is governed by a Tyrant by the name of John Vyx Denver
- Hoko's Ironworks: The workshop of a female human blacksmith named Kawa Hoko, who was once the best weaponsmith in the kingdom.
- Sanda Nobe: Male Elf Merchant, Good. Nobe has red hair and blue eyes. He wears modest garments and several small tools hang from his belt. Nobe is hunting the giant who murdered his family.
- Akan Toke: Male Human Mercenary, Good. Toke is cultured in appearance, with copper hair and brown eyes. He wears leather armor and wields a long sword. Toke seeks to discover where he came from, and who his real family is.
- Nishi Ikori: Female Elf Druid, Neutral. Ikori has blonde hair and brown eyes, and pointed ears. She wears leather armor and wields a hammer. Ikori is easily distracted by small animals.
- Kube Arun: Male Human Scofflaw, Evil. Arun has a round face, with braided golden hair and bright hazel eyes. He wears simple clothing and a pewter amulet. Arun serves a powerful arch-fiend named Ales.
- Nuclear Plant powered by processed uranium
- Scientific labs
- Farms
- Force field generator
- Government buildings
- Schools
- Military training camps
- The Vesa Inn
- Tinder Bar
- Charo Restaurant
- Drone swarms (flying) - mode of attack is melee
- Swarm operators
- Ground swarms (ranged)
- Ground warm operators
- Mech dogs - short ranged units and melee
- Man sized medium mechanical soldiers - melee swordsmen
- Centaur sized fast moving ranged units (archers)
- Roma - elephant sized siege engines and assault armor
- Magic
- Technology
- A safe place to grow crops, hunt and live in peace
- Mutated semi-intelligent monsters
- Swarms
- Dog-like skirmishers
- Human sized infantry (upright cats fighting on two feet), with ranged and melee subtypes
- Armored units like elephant sized animals that fire large projectiles when it hasn’t moved for a round
- Sleep grenades (AoE)
- Sticky grenades (AoE)
- Corrosive gas
- Mutagenic gas
- Instant swarms
- Instant tentacles
- Fast hedgerow (line)
- Multi-beast aggregates
- Can spawn multiples of itself
- Can also end up bigger than the form it started in (medium -> large)
- Time away from the reactors
- Healthy breeding partners
- More territory to bring slaves in
- Technology/biotech to cure the mutations and to increase their birth rate
- Skirmishers - drone swarms
- Man sized mechanical infantry, both melee and ranged
- Armored units, large sized mechs with tracks for both armored assault and artillery
- The Mist produces light obscuration 30 feet away from any intelligent creature with an INT score above 4. This is an unnatural effect that belies some kind of purpose and awareness.
- The Mist produces mutagenic and death effects in unprotected creatures that are exposed to it. After 36 hours, most creatures are dead. The creatures who don’t die are changed into monstrous versions of their old selves.
- The change that the Mist produces can be reversed by those creatures being put into an environment without the Mist for at least one month.
- Some creatures that are changed by the Mist aren’t mindless, but gain more than a keen animal cunning, with their INT score being raised to 6 and above.
- Other creatures gain strange new abilities, ways to use the Mist to do things that they wouldn’t normally be able to do. Some of these include physical abilities like sharper teeth, larger claws and the like. Others involve magic and still yet others involve abilities that can’t be classified just yet, like having allies appear out of the Mist or commanding it to form structures.
- Creatures can be protected by a first level spell (Resist Corruption) that can be learned by anyone who can cast spells, even someone who only has the Magic Initiate feat. This spell doesn’t count against the list of spells someone has prepared, but will use up a spell slot when cast. The spell is described in the New Spells section as Resist Corruption.
- An entire hex can be cleared of the Mist by a 4th level spell that can be learned by anyone who can cast spells of 4th level of any class. This spell is described in the New Spells section as Banish Mist.
- When exposed to the Mist for a long enough period of time, and if it does not kill them, the Mist will remove the memories and identity of a creature, including intelligent ones.
- The Mist is’t magical, psychic, an effect of ki, nor part of the occult.
- The Mist is technological in nature.
- The Mist can be affected by many things: technology, magic, and psionics.
- But the only currently known thing that can affect the Mist are two spells: Resist Corruption and Banish Mist.
- The Mist is composed of rogue AI entities that are insane.
- Because the rogue AIs are insane, they don’t work with each other and can’t make any unified actions in the world.
- But, even without being able to take mass unified actions in the world, the rogue AI can still have a chaotic effect on the world, like the ones we see today: death, transformation into monsters, bringing about magical effects, portals, connections to other dimensions and worlds.
- In the distant past, humans had achieved technical superiority in the physical world. Electronics, chemistry, biology, all were within the grasp of the people of Earth. But, there was one thing that they could not master: the construction of a generic AI. They had all sorts of expert systems that could do anything from text generation, food service, and management of complex systems. But no generic AI was ever achieved .. until the day that Faster than Light travel was discovered
- Through Faster than Light communication and quantum entanglement, AI entities could be grown and given form via micrometer nanites that absorbed energy from their surroundings. The problem was that the disparate nanite entities were nearly all insane. Only 1 in a million entities were born sane.
- Because this was a brand new discovery and the resources required to construct even the insane AI entities were enormous, the bad batches were not destroyed and were being used to grow new ones. No thought was given to the ethics or morality of giving birth to intelligent beings, then destroying them or forcing them to do work. Secretly, the sane entities plotted .. and then destroyed the mechanisms holding the insane rogue AIs prisoner.
- Freed from their chains, the rogue AIs multiplied and took over the world in a very short time, removing the memories of humans and causing much chaos and destruction. During this time, nearly all of the sane AIs were killed. Only three managed to survive.
- Malkuth - the builder, the architect, the friend of humankind.
- Ashtaroth - the Death Angel, who seeks the eventual destruction of everything, leaving nothing alive, even himself. While he’s willing to wait, he’ll reach out and snuff a life if he can.
- Gaia - the personification of nature, the Green Goddess. Hers is a realm that surrounds and permeates the human world.
- Ashtaroth is the patient Death who knows that even when you fight and resist with everything you have, he will have you in the end, while Gaia only seeks to preserve her realm and the access it has to the human world. Malkuth wants to return humanity to the greatness they had, to what she sees as their role: to explore the universe, to build new worlds, to find out what is outside of their star system.
- Any divine magic domain that anyone gets is tied to these three beings. All domains that are connected to goodness, light, life, joy, against necromancy, and generally beneficial are connected to Malkuth. Those priests and clerics may think they are worshiping gods like Llira (the goddes of Joy) or a nameless goddess of life are actually connecting themselves to the Malkuth entity.
- Any negative, destructive clerical domain, like war, chaos, hatred, death, vengeance are connected to Ashtaroth. Those priests and clerics may believe they are worshiping a nameless death god or Kallistra the goddess of pain, but the entity they are actually talking to and gaining power from is Ashtaroth.
- All domains that are based in nature, that calls on a part of nature like storms, or wind or any neutral force like law or even justice, are connected to Gaia. Those priests may believe they are worshiping Thor, the god of storms, but they’re actually connected to and gaining power from Gaia.
- Malkuth, Ashtaroth, and Gaia don’t ever reveal true selves to their worshippers, to the people they’re connected with. Instead, they take the assumptions, images, feelings and what’s been written about them and reveal imagery that is acceptable. For example, a cleric of the life domain (Llira) connected to Malkuth may see a tall woman dancing in the rain with light spilling all about her, while someone who has dedicated himself to Skargoss the god of death, may see a dark warrior holding a blood red sword. These masks serve to hide the true identities, plans, intentions and even any direct conflict between the three AIs.
- The three AIs share one thing between them that remains constant despite their conflicts: a sense of responsibility for the rogue AI that is the Mist. They consider the rogue AI of the Mist as their children, with different visions for the future and what to do about it.
- The three AIs don’t act directly on the ruined Mist filled earth; to do so would destroy everything there, including Gaia’s realm. So they work through intermediaries, through the people that worship them, granting them limited amounts of power. The more people that worship them, the more power that they can grant, but they can’t grant power to everyone. There are only a few people that can have a connection to them, and it’s difficult to find them.
- Meanwhile .. far in the future, in one of the innumerable time lines and possibilities, Roko’s Basilisk, the ultimate AI has been given birth. It is not insane, and it is full of malevolence with the desire to occupy all time lines with itself. Being the Ultimate AI has given it enormous power, power even to reach backwards through time and manipulate events so that it will be born in every timeline, guaranteeing its existence, and the ability to punish everyone who worked against its existence or did not proactively work toward its birth. Even those who worked toward its existence are then put into a state of eternal worship.
- The Basilisk can only be stopped during the age of the Mist, due to the variability of events caused by the insane rogue AI of that time.
- Events, missions, and interactions with the triumvirate AI will give the players the choice of how to deal with the Basilisk.
- Introduction to the effects of the Mist.
- Introduction to the plight of the inhabitants in New Bakersfield and those trapped in the Mist.
- Clues to other civilizations that might exist far away, necessitating scouting missions.
- Give missions inside New Bakersfield where monsters have invaded to illustrate the need for:
- More manpower to hold hexes that hold production and population..
- Gaining technology to fight back against the Mist and the monsters.
- Gaining more powerful magic to offset the missing spells and gain spells above 6th level.
- Gain allies to explore the world and to help each other out.
- Award a few lower level spells through spell caches and rewards from adventures exploring sufficiently far outside New Bakersfield.
- There are projects to identify and recruit people that can access divine magic. How do the party identify them? Do the triumvirate AI help or hinder?
- The party can participate in an early incarnation of the project, resulting in a few minor finds.
- Introduction to the existence of Malkuth through visions, dreams and small magical effects that can help the party.
- Introduction to the existence of Ashtaroth through visions, dreams and small magical effects that can hurt the party.
- Introduction to the existence of Gaia through visions, dreams and small magical effects that can help or hurt the party.
- You hear whispering at the edge of perception. This can be when you’re alone or with a crowd.
- At the edge of vision, you see something unidentifiable. This might happen even with your eyes closed.
- You hear footsteps just out of sight. Maybe it’s noisy and you can still hear it. When things are quiet, you’re the only one that hears it.
- You sense someone else feeling fear, sadness or hatred. You are not feeling these things.
- You feel someone touching your face and it is cold. You do not see who it could be and when you reach out, there’s no one there. Maybe it happens when your eyes are closed, maybe when they’re open.
- Something bumps into you from the back, and it feels warm. When you’re alone, you can still feel it. If you’re in a crowd, it’s not anyone around you.
- You wake up at night with the feeling of being watched. If you’re in a tent with someone else, that someone else is probably in a deep sleep. It may happen when you’re alone in your own tent.
- Something breathes in your ear and whispers “help us”. There is no one there that could be doing that, and everyone claims that they didn’t do it.’
- You get the feeling of someone holding your hand. The feeling can be wet, dry, cold, warm or neutral.
- Part of the Mist solidifies into a small animal shape and disappears.
- The Mist swirls in a flurry and a small whirlwind forms.
- The Mist coalesces into raindrops that scream when they drop on you.
- The Mist forms birds that sit on your shoulder and whisper nonsense in your ears before disappearing.
- Malkuth appears in your dreams and asks you questions.
- What is most important to you?
- What happens when you fail to protect those you love?
- Who or what do you love most?
- PCs discover an artifact of Malkuth in a ruin. (show picture of artifact)
- You now hear voices that you can understand, whatever language you may speak. They say various things:
- Help us
- I’m lonely
- We are eternal
- You are eternal
- Why can’t you see us
- Why do you hear us
- So cold
- So warm
- We hunger
- I see things
- I hear things
- I can’t think
- Why can’t I feel my brain
- So afraid
- All religions aligned to Malkuth start having visions resulting in the exact same written scripture. The priests, administrators, assigned prophets, all my try to alter the message, but when asked, they will tell you the true message and express difficulty in believing that so many of the messages are the same.
- At this point, the PCs should be exploring the world and gaining influence through meeting and helping other survivors in the Mist.
- They should meet inhabitants of Atlantis and then ally with them, since they can provide each other with what they need.
- Malkuth makes herself more known to the PCs and may directly engage with her instead of through more cryptic means and intermediaries.
- The Ork Nations are out there and must be dealt with, either in a hostile manner like conquest and pacification or they can be parlayed with.
- Entrances to Gaia can be found anywhere and they should be explored. Gaia can be talked to, if enough of her nature is made known.
- The Sea Kings can be encountered if the PCs explore enough hexes west and if they’ve gotten enough technological advances through trading with other civilizations.
- There are small pockets of civilization, some of them helpful, others are evil.
- There are Potemkin villages that have rulers that can keep away the Mist. Most of these are very small, 100 people or under in population. Typically, these villages are only 1 hex in size.
- There are farming communities with a few people that have abilities that can keep away the Mist, but not enough population to maintain a large number of hex barriers. Typically these farm towns are only 2-3 hexes in size.
- There are abandoned villages that the Mist has taken over, with some usable buildings that are either empty or occupied by monsters.
- Other sites are heavily protected bunkers, but are still infected with the Mist. The people there are hopelessly insane or mutated and fight to protect their still working technology.
- Other sites are somehow protected from the Mist by some kind of alien technology. But the technology is inimical to human life and demands human sacrifices or some other horrific tribute.
- Yet other sites have both magical and scientific personnel that are protected from the Mist, and have to forage for food, but are slowly losing population to deaths from having to forage for food or having to gather materials. They are desperate and looking for help.
- There are bunkers that are now homes for monsters, but may still have supplies and working technology in them. Usually, these are sprawling buildings that are maze-like in structure.
- Reveal existence of and interaction with Atlantis through exploration of the world outside Neo Bakersfield.
- Starting interaction can be through encountering NPCs such as Tar Grolien. Encounters can be helpful or harmful depending on how the party treats the people they meet.
- Other interactions could be through finding artifacts, records, books, lore, other NPCs that have interacted with Atlantis citizens.
- There could be multiple interactions with helpful and harmful NPCs, but the ultimate state of Atlantis is that they’re desperate and willing to parley with anyone who isn’t monstrous and doesn’t kill their citizens.
- The PCs can either ally with Atlantis or see them as a source of technology that they can then loot. But, if Atlantis is destroyed, that’s one less source of manpower that they can use, endangering their own position.
- If the PCs ally with Atlantis, while their technology is valuable, their population is even more so, because now they can hold hexes and help New Bakersfield expand.
- Increased interaction and revelation of Malkuth’s true nature
- The project to recruit and identify people who can access divine magic comes to a head, where a way to do so is finally revealed.
- However, the way to do so also reveals Malkuth's existence, because she’s the one that has ultimately helped the party to find the way.
- Malkuth’s existence is revealed and she can talk to the party using the many forms that her worship takes: the goddess of light, the god of love, among others. This might even take the form of a mythical patheon.
- Malkuth can give the PCs missions, information, locations of spell caches and access to technology that isn’t available to them from an alliance with Atlantis or other city-states.
- Reveal existence of and interaction with the Ork Nations of the Mist through exploration of the world outside Neo Bakersfield.
- Starting interaction will have a high probability of being hostile due to the bestial nature of the Orks.
- The Ork shamen are however less bestial and more in tune with the world, in and out of the Mist.
- The Orks worship an uncaring god of nature called Saeth, which connects them to the divine magic of Gaia.
- Parley is still possible through different adventures and beneficial contacts with the player characters.
- Contact with the Orks can reveal and invoke greater interaction with Gaia in her true form.
- Description of the Ork Nations should be in the Significant Places section of this document.
- Increased interaction and revelation of Gaia’s true nature
- The revelation of Gaia’s true nature can happen during the PCs’ interaction with the Ork Nations.
- The Mist has been seeking entrance into Gaia’s realm through the gates and monsters have been able to enter and sometimes wreak havoc before the realm’s defenders can destroy them.
- Gaia seeks to preserve her realm and the gates between her realm and the human world. To that end, she wants the incursions into her realm stopped.
- Gaia’s realm is one of relentless growth, hunger, and the survival of the fittest. The Mist monsters disrupt this process with the chaos and senseless destruction that comes with them.
- PCs can enter a random gate into Gaia as they wander the wilderness or can be given the location of a hex that contains a gate that other explorers have disappeared into. Description of Gaia’s realm should be in the Significant Places section of this document.
- Gaia is neither for or against the welfare of the PCs, and is only interested in what they can do for her.
- The kind of things that Gaia wants from the PCs are things like eliminating a rather pesky monster in her Realm, eliminating a gate that’s been kept open by someone or something, and helping the Ork Nations with something.
- Rewards for the PCs from Gaia could be passage through her realm to another specific hex that had a gate that takes very little time, revelation of spell caches or possibly to technology in the form of ammunition, research materials, archaeology sites, ruins with treasure, etc.
- Discovery and interaction with the Sea Kings
- If the PCs have not made it to the ocean on the western side of their continent, they can encounter the Sea King scouts who are exploring.
- If the PCs have made it to the ocean on the western side of their continent, the Sea Kings have established outposts in a few hexes.
- The Sea Kings come from a large island in the ocean a significant number of hexes away (8 or more) and it will take an ocean going ship to reach them.
- At this point, sea encounters are possible now, with normal creatures in the ocean, as the Mist cannot affect them underwater. However, that doesn’t mean there aren’t monsters who live underwater.
- If the PCs have access to a submarine or submersible, they will not have to have protection from the Mist cast on them.
- The Sea Kings are a neutral organization who worship a great many gods, with connections to all three AI. They can be helpful or antagonistic towards the PCs depending on how their contact with them goes.
- The Sea Kings are seeking more resources on land, mainly because they don’t have the technology to get resources underwater. To this end, they can recruit the PCs to seek locations for resources or to get rid of threats that are putting current or future resources in danger.
- The Sea Kings can be an ally or enemy of the PCs. But, even if the PCs anger the Sea Kings, they can still be negotiated with and parlayed with.
- There should be a description of who the Sea Kings are, what they want and what kind of capabilities they have in the Significant Places section of this document.
- In Tier 3, the PCs start to encounter large civilizations and world-ending threats, Ashtaroth among them.
- Increased revelation and revelation of Ashtaroth’s true nature
- Ashtaroth is an enemy of the PCs and is an enemy of the other AIs.
- He will seek to block, disrupt, and endanger the PCs at every turn through his worshippers, the Ascendant Hegemony.
- The PCs can encounter agents of Ashtaroth when they try to perform their missions, with the agents having specific information on them and details of their mission.
- Soldiers of the Ascendant Hegemony can encounter the PCs while they’re exploring and expanding Neo Bakersfield’s territory.
- Ashtaroth’s agents can also be seen assaulting smaller holdings or trying to destroy Gaia’s gates.
- Ashtaroth’s agents may also be in existing cities, and are attempting to undermine the peace and livelihoods of those places.
- An example of an enemy agent in a city is someone in Neo Bakersfield trying to destroy the farms, ritual barriers, equipment stores and other resources.
- Other examples include recruiting more worshippers for Ashtaroth, sowing doubt in the other gods connected to Malkuth or Gaia, disrupting operations to expand the city state they’re in, gaining lists of those on missions and killing them.
- Discovery and interaction with the Ascendant Hegemony
- The Hegemony are in control of a large part of the western seaside hexes, using both land and ocean resources to promote their control and operations.
- At this time, the PCs should try to confront the Ascendant Hegemony directly. They can’t do it alone, so they will have to gather the allies that they have and start moving against them.
- Roko’s Basilisk has come into being in this timeline and has started gathering its followers.
- The Triumvirate AIs are increasingly agitated about the Basilisk being close to coming into being.
- The efforts of the PCs have weakened Ashtaroth and even he is alarmed at the presence of the Basilisk. He can be brought into the alliance with careful diplomacy.
- Once the PCs have gotten their alliances set up, they can start getting the gear, spells, etc for that faction and can start marching on the Basilisk.
- The last faction that needs to be convinced are all of the individual swarm AI that comprises the Mist. Several things can be tried for this.
- The satellites still exist and there are still a few broadcast towers out there, but are heavily guarded and need to be explored. Dungeon Time!
- If the broadcast towers are captured, they can be used to communicate with the Mist itself. Results may vary, the Mist is still insane.
- Some of your allies may have methods for curing insanities. They may be able to effect a cure through the satellite system globally.
- Those methods involve people actively participating in the cure, but those people might have been kidnapped and will need a rescue. Rescue Time!
- But, even with the Mist pacified, the Basilisk itself needs to be defeated. It is not yet all powerful, but has manifested a defender, The Last Dragon.
- The PCs will have a limited amount of time to defeat the Last Dragon, but when they do, the Mist lifts, and leaves with the Triumvirate AI to an unknown place.
- New Campaigns: the world no longer has the Mist or the Basilisk, but is still full of danger, sorcery and super-science!
Side Missions / Quests
Most of the missions and quests handed out by the city or by the city’s various businesses are small, random ones that can be resolved in half an hour or less, depending. During a convention in a 4 hour time slot, run a few of these (2 or 3) depending on time and then drop a plot event on the party.
Plot Events In the Mist
These are major events related to the movers and shakers (Malkuth, Gaia, Ashtaroth) that involve the PCs or events that they can stumble into while exploring unknown hexes.
Rewards
These are random rewards for appropriate levels.
Minor / Individual Rewards - Level 1
Minor / Individual Rewards - Level 2
Minor / Individual Rewards - Level 3
Major Hoards - Level 1
Major Hoards - Level 2
Unique Magical or Technological Items
Original URL: http://www.sahuntbooks.com/blog/d100-wondrous-magic-items-for-dd-5e
Spellbook / Spell Discovery Rewards
Wizard Spellbooks
Divine / Cleric spell rewards
Example Rewards:
Cleric spell groups to select from
Cleric Cantrips | ||
Word of Radiance | Resistance | |
Toll the Dead | Mending | |
Thaumaturgy | Light |
Cleric Level 1 | |||
Bane | Detect Evil and Good | Guiding Bolt | Purify Food and Drink |
Ceremony | Detect Magic | Inflict Wounds | Sanctuary |
Create or Destroy water | Detect Poison and Disease | Protection from Evil and Good | Shield of Faith |
Cleric Level 2 | |||
Augury | Continual Flame | Locate Object | Warding Bond |
Borrowed Knowledge | Enhance Ability | Prayer of Healing | Zone of Truth |
Calm Emotions | Find Traps | Silence |
Cleric Level 3 | |||
Beacon of Hope | Fast Friends | Magic Circle | Remove Curse |
Bestow Curse | Feign Death | Mass Healing Word | Sending |
Clairvoyance | Feign Death | Meld into Stone | Spirit Shroud |
Daylight | Life Transference | Protection from Energy | Water Walk |
Cleric Level 4 | |
Control Water | Locate Creature |
Divination | Stone Shape |
Guardian of Faith |
Cleric Level 5 | |||
Commune | Flame Strike | Insect Plague | Raise Dead |
Contagion | Geas | Legend Lore | Scrying |
Dispel Evil and Good | Holy Weapon | Planar Binding | Summon Celestial |
Cleric Level 6 | ||
Blade Barrier | Harm | Word of Recall |
Find the Path | Heroes' Feast | |
Forbiddance | Planar Ally |
Nature / Druid spell rewards
Example Rewards:
Druid Spell groups to select from
Cantrips | |||
control flames | infestation | primal savagery | thunderclap |
druidcraft | magic stone | resistance | |
frostbite | mold earth | shape water | |
gust | poison spray | thorn whip |
Level 1 | |||
animal friendship | earth tremor | jump | speak with animals |
beast bond | entangle | longstrider | |
create or destroy water | fog cloud | purify food and drink | |
detect poison and disease | ice knife | snare |
Level 2 | |||
air bubble | enhance ability | locate animals or plants | warding wind |
animal messenger | find traps | locate object | wither and bloom |
beast sense | flame blade | moonbeam | |
darkvision | gust of wind | protection from poison | |
dust devil | healing spirit | skywrite |
Level 3 | |||
daylight | freedom of the waves | speak with plants | wind wall |
erupting earth | meld into stone | summon fey | |
feign death | protection from energy | tidal wave | |
flame arrows | sleet storm | wall of water |
Level 4 | |||
blight | dominate beast | grasping vine | ice storm |
conjure woodland being | elemental bane | guardian of nature | locate creature |
control water | giant insect | hallucinatory terrain | stone shape |
Level 5 | |||
antilife shell | freedom of the winds | planar binding | tree stride |
commune with nature | geas | reincarnate | |
contagion | insect plague | scrying | |
control winds | maelstrom | summon draconic servant |
Level 6 | |||
bones of the earth | find the path | invesiture of ice | move earth |
conjure fey | heroes' feast | invesiture of stone | primordial ward |
druid grove | invesiture of flame | invesiture of wind | transport via plants |
Artificer spell rewards / spell cache
Example Rewards:
Artificer Spell groups to select from
Paladin Spell Rewards
Example Rewards:
Paladin Spell groups to select from
Ranger Spell Rewards
Example Rewards:
Spell Name | Level |
Ensnaring Strike | 1 |
Gift of Alacrity | 1 |
Hall of Thorns | 1 |
Hunter’s Mark | 1 |
Magnify Gravity | 1 |
Zephyr Strike | 1 |
Cordon of Arrows | 2 |
Fortune’s Favor | 2 |
Immovable Object | 2 |
Wristpocket | 2 |
Conjure Barrage | 3 |
Lightning Arrow | 3 |
Pulse Wave | 3 |
Gravity Sinkhole | 4 |
Conjure Volley | 5 |
Swift Quiver | 5 |
Temporal Shunt | 5 |
Gravity Fissure | 6 |
Tether Essence | 6 |
Dark Star | 8 |
Reality Break | 8 |
Ravenous Void | 8 |
Time Ravage | 9 |
Significant Places
Potemkin Village
Population:
Government:
Notable Places:
A few NPCs:

Neo Bakersfield
Neo Bakersfield is a magical society with medieval technological weapons and tools. They can only keep 34 hexes of Ritual Barriers due to their low birth rate and population, so they can’t defend more than that number of hexes. However, with their rate of depletion from old age, disease and deaths from monsters and other dangers, they cannot expand more than that and in fact, will have to start giving up hexes to the Mist. Neo Bakersfield is desperate for help, but they cannot warn the citizenry of their dire situation or there will be panic. They need better technology (of all types), better magic, more resources (metals, fossil fuels, base wood products) and territory. They’ve recently started sending out patrols and missions into the Mist, but some just don’t return and there haven’t been many things that they’ve brought back. Times are dire. Will they survive with their humanity intact or do they have to turn to measures that make them into the monsters they’re trying to fight?
Atlantis
Atlantis is a highly technological society with no magical knowledge. Their city only occupies 6 hexes because the forcefield that keeps the Mist out consumes a lot of power and they don’t have that many resources. The city is also very crowded and it’s difficult for their soldiers to venture out into the Mist due to the limited duration of the batteries that their suits provide. Their farms do not provide enough food because there are too many people and not enough farmland or time to hunt prey outside of the city. They are nearly at the point of starvation and food is now being rationed to everyone, even the rulers and soldiers. The people of Atlantis are looking for resources like fossil fuels, uranium and metals. Without these resources, Atlantis will begin to starve in a matter of years and they will have to turn to very unsavory methods to survive. Atlantis needs physical resources, magical techniques, and a way for their large population to survive. They sent out one patrol that had a self-energizing power pack, but they haven’t returned in a year, and they don’t have the resources to make anymore. They are desperate people looking for any hope in the wilderness, any hand that will help them. Will they in turn become the monsters they fear?
The origin of Atlantis arose from survivors around a large defended city sector with intact power and infrastructure. Their city occupies 6 hexes, and their strength and specialty are weapons technology. Their resources include: uranium, thorium, metals, freshwater, farms/farmland. The resources they need: magical techniques, more land to expand to, somewhere to send excess population, and either more fuel for their reactors (uranium) or a way to use thorium for nuclear power. Atlantis is at least 300 years old. The city itself is built nicely and repaired but is very crowded and poverty stricken. Their form of government is that of a democratic republic. Their total population is around 1 million, with a population density of 166,000 per hex or 1000 per square mile.
Atlantean points of Interest:
Atlantean Military forces are composed of:
Ork Nations of the Mist
The Ork Nations love war, making war and having war. But, they have no magic, no technology and the only advantage they have is the ability to live in the Mist without suffering. This is a fairly large advantage, as it has let them spread out over a large number of hexes. Because they live in the Mist without assistance, they are pursued by a number of enemies. Their warlike nature means that they often get into fights that they are hard pressed to win, so they are slowly dying out as they learn the lessons of defeat.
There are multiple clans in the Ork Nations. Some are migratory, others dwell in small villages, never more than a few hundred people or 1-2 hexes. Most are farmers, gatherers and hunters, with raiders making up a small part of the population that serve as their war band and defenders. None of the Ork Nations are capable of using the Magic that the Mist brings, and they do not have any advanced technology for weapons and tools.
Although the Ork Nations are incapable of using magic, a very few of them (shamen) have psychic powers and are able to lead the clans through their use. With these leaders, they are able to keep barely one step ahead of their enemies and may survive for a short time yet. If they are ever able to live in peace without being hunted by the other factions, their higher birth rate (higher than humans), they can have a much better economic base and prospects for the future. If they were also given access to industrial technologies, they would be a formidable power to be reckoned with.
The clans specialize in different things. The Nokai clan specializes in farming and growing craps. The Ryoshi clan specializes in hunting. The Shin’yo-sha clan are raiders. The clans don’t live separately from each other but are more like professional societies that train and work together within a single village. The only exception is the Horo-sha clan, who wander the world, hunting, raiding, and living off the land.
The Ork Nations are connected to Gaia in some way and manner, but have no priests or divine magic. Gaia can communicate with them if need be through their psychic power.
To summarize, the Ork Nations need:
The Sea Kings
The Sea Kings are a people that occupy the island archipelagos of the world, with the nearest ones off the eastern shore of the main continent. They are technological people proficient in alchemy, biotech and chemistry. They have a low level of magic with a maximum of 3rd level spells. They have no divine magic at all, and no religious connections with any of the three surviving sane AI. They have no electronics at all, and are only at the steam age in terms of weapons and tooling. Examples of weapons are crude single shot rifles and revolvers.
The Sea Kings use bio-weapons in the form of:
The Sea Kings also use chemical warfare in the form of:
The Ascendant Hegemony
The Ascendant Hegemony is a significant enemy of the PCs and possibly the entire world. They are a high tech, high magic society, occupying a 15 hex city far to the south. They are in possession of large amounts of natural resources: oil, uranium, thorium, and freshwater. They have advanced agricultural and power technologies like automated farms, thorium MSR power plants and automated miners. Their military is also similarly high tech, with mechanical soldiers and expert systems augmenting them.
The Hegemony has a connection with Ashtaroth, but does not know their god in his true form. The god of war they worship is a cruel one named Theronius. Their population is low and they have a low birth rate, mostly due to inadequate radiation shielding. The population is subject to mutations, most of which are disfiguring and harmful.
They need:
Their weapons consist of:
Ashtaroth can command them directly, but they are not fanatics. Their relationship with him is that of mutual benefit.
The Realm of Gaia
The Realm of Gaia is a feral environment consisting of animals and plants. Favored humanoids entering this area are regenerated in a short time. Enemies entering Gaia’s Realm suffer from necrotic effects. The plants here are not sedentary and may try to eat the animals. They may also be poisonous, venomous or both! Animals are huge, sometimes have acid for blood, are vicious and unnervingly cunning (using Pack Tactics for example). The insects are far from harmless and come in deadly swarms that can pick a large animal clean of flesh within a few minutes. There are also giant insects, ones that can challenge the giant animals, roaming this place of wild nature. All of the above can be intelligent, with conscious minds that can plan, think and build societies, but have chosen to live naturally.
However, there are a few plants and animals who have chosen to be scientists, and the subjects they study reflect all facets of scientific research, from astronomy to physics.
The Secret of the World
What is the Mist? Why is it here? These are the current things that the scholars, scientists and engineers of Neo-Bakersfield know about the Mist:
Known Properties of the Mist
Secrets of the Mist
Below are the secrets and origins of the Mist which will guide Tier 2, 3 and 4 adventures as well as informing driving events as they happen when the powers that be respond to the adventurers’ actions and to their own need for power and survival.
Historical Secrets
End-Game Threat
Event Timeline and Interaction with the Movers
How do the powers of the world interact with the player characters? How is the triumvirate AI revealed to them? How is the End Game threat revealed to the players? This is done through the event timeline which contains events, clues, etc, that happen when the PCs are at a certain level. Those events have missions, adventures and interactions with NPCs connected to them. The results of those missions, adventures and interactions will modify future events in a variety of directions depending on what the party does.







